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Chapter 22. Baking Normal Maps on the GPU — Diogo Teixeira

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Bake normals by projecting low-poly (working) toward high-poly (reference) on GPU. Rasterize working mesh in UV space; ray from boundary cage; uniform grid + 3D-DDA traverse; closest cage hit → tangent-space normal.

Data: 3D grid texture, triangle-list 2D tex, vertex/normal tex. Cage encloses both meshes. SM3 loop limits → nested loops or multipass/tiles. AA via multi-ray or jittered multipass. Midrange GPU faster than CPU bakers (Melody/xNormal) in tests. Extensible to displacement/cavity maps.

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