✅ Support Game Engine Series / gameengineseries or ko-fi.com/gameengineseries
In this episode, we'll look at how normal vectors can be tweaked per-pixel in order to make the surfaces to appear having finer geometric details. This technique is known as tangent-space normal mapping, and in today's video we're going to implement the tangent-space part which we'll be using in the next video for normal mapping.
🟥(Red Episode)
The assets I used in this video are available for Patreon and Ko-fi supporters of the channel:
/ 270663
ko-fi.com/gameengineseries/shop
✅ Donations:
www.paypal.com/paypalme/arash...
ko-fi.com/gameengineseries
✅ Discord
/ discord
✅ Twitter
/ primalnippleman
🐱 Mr. Frummel & Louis' unreal adventures
/ mr.frummel
💜 Big thanks to Tribal Elders:
Von Bismarck, Lester Lin, Ashwin Mods, Zachary Shrout, Alexandru Iancu
💚 Big thanks to Chief patrons:
Simon, Eero Laine, deathcat00
🧡 Big thanks to Shaman patrons:
Shaun Mitchell, Aiguo Wang, Talis Lincoln, Miime, Timmy Jenkins, David Ducados, Soheb Bhimani
00:00 - intro
Further reading:
Tangent-space calculation: www.cs.upc.edu/~virtual/G/1.%...
Physically Based Rendering: pbr-book.org/4ed/Shapes/Trian...
by Arash Khatami
-------------------------------------------------------------
#PrimalEngine #GameEngineSeries #GameEngineProgramming #TheGameEngineProgrammingSeries
Негізгі бет Ғылым және технология Game Engine Programming 070.1 - Constructing a tangent space for triangle meshes
Пікірлер: 5