I'm no expert, but to try and address a few mis-conceptions - even by those that should know better:
TruForm was fairly simplistic in that it smoothed the boxy edges of a mesh, with varied results generally making things look bloated. It subdivides the mesh (also known as tessellation) but it is NOT what we refer to as tessellation now (see below) it does not add any additional fine detail to the polygons just makes the overall shape look less blocky.
Bump mapping tries to give the texels (pixels) on a polygon a 3D look - but in its normal form lacks parallax and only presents the illusion of depth from a small range of angles, it does not add extra polygons.
What we call tessellation now is actually badly named. I'm not sure what the correct term for it is off the top of my head. Tessellation is just one component of the entire process which is to sub-divide a polygon (tessellate) into lots of smaller ones, smooth the profile of the original shape and then extrude the vertices of the smaller polygons away from the original polygon based on the same type of data that is used to construct one form of bump mapping. So you are both smoothing the mesh so it doesn't look so blocky and adding extra detail to the polygons in a way that has parallax when viewed from any angle.
Sorry I'm not capable of explaining it any more simply than that :S
TruForm was fairly simplistic in that it smoothed the boxy edges of a mesh, with varied results generally making things look bloated. It subdivides the mesh (also known as tessellation) but it is NOT what we refer to as tessellation now (see below) it does not add any additional fine detail to the polygons just makes the overall shape look less blocky.
Bump mapping tries to give the texels (pixels) on a polygon a 3D look - but in its normal form lacks parallax and only presents the illusion of depth from a small range of angles, it does not add extra polygons.
What we call tessellation now is actually badly named. I'm not sure what the correct term for it is off the top of my head. Tessellation is just one component of the entire process which is to sub-divide a polygon (tessellate) into lots of smaller ones, smooth the profile of the original shape and then extrude the vertices of the smaller polygons away from the original polygon based on the same type of data that is used to construct one form of bump mapping. So you are both smoothing the mesh so it doesn't look so blocky and adding extra detail to the polygons in a way that has parallax when viewed from any angle.
Sorry I'm not capable of explaining it any more simply than that :S
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