It in turn tricks the user into thinking that the above actually happened, and can be done in a few different ways. For any form of bump mapping to work, it has to clearly convey the the surface depth variations. The only way to do this without actually changing the object is to use light and shadows to simulate it. So it is as easy as replicating these small changes in light to accurately depict a bumpy surface. Now that I have explained how it works, it may seem a bit more within our grasp, but definitely is not an easy thing to do.
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