On Delphi3D.net there is a nice article that covers bumpmapping in all its forms, in a way that anyone can understand. May be very interesting for artists, too. It explains bumpmaps and normalmaps, tangentspace normalmapping and what artists have to be careful about. It also covers renderbumping.
near the very bottom, the self shadowing bumpmaps... wow. is there any game that uses that? thats quite a big difference to me, it takes out the "strange" look of some bumpmaps. particularly the indents of the bottom left.
There's alot of assumed terminology, though.