It tries to show that embossing, although a useful fallback position when no other hardware supported method is available, is significantly worse than the dot product technique with respect to the quality of the image.
- The "traditional" dot product
- The embossing method
These tests use a single 'bumpy' quadrilateral which is illuminated
with a single parallel light, that is subsequently is moved into various
positions.
The Source "Height Map"
For both systems, the bumps are generated from the following height
map....

This image was chosen because it has bumps of varying scale - both in height and width - and also contains both natural and synthetic 'bumps'. The light parts of the map are interpreted as high parts, and the dark as low. Note that this means that the 'pebbles' in this image will look 'different' in the final image.
The embossing method uses the height map almost directly, while with
the dot product method, it is converted into a more convenient format.
Embossing (texture displacement 0 texels) |
Dot Product (perpendicular) |
The first comparison illustrates the case where the light is perpendicular to the surface. With the embossing method, a perpendicular light requires a zero displacement, which results in a complete absence of bumps, which is clearly incorrect. The edges of the bumps should still be visible, as shown in the dot product method.
Embossing (texture displacement 1,1 texels) |
Dot Product |
Embossing (texture displacement 2,2 texels) |
Dot Product |
Embossing (texture displacement 4,4 texels) |
Dot Product |
At this point, the embossing method goes haywire - once the texture displacement gets greater than the width of the small bumps, we begin to get these double vision effects, although now we are at least beginning to see the larger bumps.
Embossing (texture displacement 8,8 texels) |
Dot Product |
This is an attempt to simulate the light approaching at a 'grazing'
angle. The embossed version is awful, but the dot product method still
works quite nicely.