In 3D games, bump mapping is an efficient way to provide high-resolution bumpy lighting features in textures using only low-resolution meshes during runtime. This paper developed two 3D games based on Unity3D and Direct3D using normal mapping, which is a typical one among bump mapping methods. In particular, dynamic objects in 3D games require tangent space normal mapping, which requires much computation per vertex. The performance of dynamic and static objects with or without normal mapping in 3D games is analyzed using various screen resolutions as well as eight simulation models in terms of the rendering speed like frames per second (FPS). The rendering speeds of the models Gu and Gd on Unity3D and Direct3D based games, where using normal mapping to all objects among the eight simulation models, can be improved by up to 79.7% and 19.2%, respectively, compared with the models Bu and Bd without normal mapping. The tangent space normal mapping on both dynamic and static objects in 3D games has a large effect on rendering speed.
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