This document discusses normal mapping techniques used in 3D graphics to add surface detail without increasing polygon count. It explains that normal mapping affects shading to fake bumps and dents by modifying the surface normal values. There are two types of normal maps: tangent space maps store normals relative to the surface and are used on deforming models, while object space maps store normals on a unit sphere and are used on non-deforming models. The document provides details on bump mapping, height maps, and how normal maps directly contain modified normal values to influence lighting calculations.