User:Robmaister/Self-shadowed Radiosity Normal Mapping

Self-shadowed Radiosity Normal Mapping is a form of bump mapping developed by Valve Software in 2007. It was initially presented and detailed at SIGGRAPH 2007 by Chris Green. Self-shadowed bump maps, called SSBump maps in Valve's Source engine, store both surface normals and directional ambient occlusion and thus allow a texture to accurately generate shadows on itself.

History
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How it works
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