Bump gives the illusion of depth but is actually flat
normal is the same as bump, but uses vector coordinates to allow you to 'relight' it giving better illusion of depth
Because when you use tessellation/displacement, you can make the geometry density to be view distance dependant, and it does the optimizazion automatically. The most common use of displacement is terrains in games, but it can be used on some tileable textures too or on characters. There is parallax, and silhouette parallax too, they also use "displacement map"/"height map" but these can be expensive, as well as the tessellation/displacement.
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normal is the same as bump, but uses vector coordinates to allow you to 'relight' it giving better illusion of depth
displacement actaully shifts the polygons around.
In what kind of situations displacement map is a good choice?, like, why wouldn't we just tweak the model instead?
Omg. Google.
...But yeah