All Questions
Tagged with normal-mapping transformations
9 questions
0
votes
1
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68
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What is the intended behaviour when transforming normals with view matrix
I am writing a basic rasterizer and I'm testing to see if my normals are set up and handled properly by shading a sphere with its vertex normals to obtain
For context, we are looking in the +Z ...
1
vote
0
answers
75
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Normal Map Under rotation Issue
I have been trying to apply normal maps to a rotating sphere with light shining directing from above the sphere (0,1,0). but lighting does not look correct under rotation as one side of the sphere ...
0
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0
answers
110
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Help me understand the derivation of this tangent space to object space matrix
I was trying to follow this http://foundationsofgameenginedev.com/FGED2-sample.pdf
But had problem understanding formula 7.33.
$$p_i-p_j=(u_i-u_j)\mathrm{t}+(v_i-v_j)\mathrm{b}$$
* $p_i,p_j$ being ...
1
vote
1
answer
8k
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What is the difference between world coordinate, viewing coordinate and device coordinate in computer graphics?
The 2D pipeline involves with the construction of world coordinate scene followed by converting world coordinate to viewing coordinate, then transforming viewing coordinate to normalized coordinate ...
3
votes
1
answer
4k
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How do I build my tangent space matrix?
I'd like to understand how the process of building the "tangent space" matrix for normal mapping works. I'm following several tutorials, and other stackexchange questions, but I'm unfamiliar with the ...
2
votes
2
answers
4k
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Inverse-Transpose of Vertex Normals
For the past month, I have been learning on my own and writing a little graphics library and am currently working on the transformation of vertex normals to soon support lighting/shading. I understand ...
3
votes
1
answer
1k
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Rotation matrix for a 3D object in space
This is the follow-up question from here: Minimum requirements to uniquely represent a 3D object in space
Assume I have 3 original points in a 3D object (in 3D space) as ...
4
votes
2
answers
1k
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Minimum requirements to uniquely represent a 3D object in space
Let's assume we have a 3D object (in 3D space). We get a single representation vertex from this whole 3D object. Given the fact that the object can be moved and rotated in the space in any direction, ...
4
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2
answers
2k
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Screenspace Normals - Creation, Normal Maps, and Unpacking
I'm trying to condense my Deferred Rendering G-Buffer. So I have some questions about getting 2-component Screenspace Normals. I know Frostbite and Killzone (the only two AAA company's G-Buffers I ...