I have just released a new technical paper on a new framework for bump mapping. In my own opinion it presents a new and much more practical way to both manage and to think of bu…
7 years ago
I have just released a new technical paper on a new framework for bump mapping. In my own opinion it presents a new and much more practical way to both manage and to think of bu…
7 years ago
14 years, 4 months ago
The sign is determined by whether or not the texture coordinates of your triangle are clockwise (CW) or counterclockwise (CCW). When you build your per vertex tangent spaces, du…
14 years, 4 months ago
14 years, 4 months ago
For those who were following the thread on "Bump Mapping Unparametrized Surfaces on the GPU" (and those who are interested anyway The paper itself was rather focused o…
15 years, 2 months ago
A common misunderstanding about tangent space normal maps is that this representation is somehow asset independent (like bump maps). However, normals sampled/captured from a hig…
15 years, 4 months ago
I have just released a new technical paper on a new framework for bump mapping. In my own opinion it …
7 years ago
The sign is determined by whether or not the texture coordinates of your triangle are clockwise (CW) or counterclockwise (CCW). …
14 years, 4 months ago
Well the first thing that stands out is the assumption in your shader that the bitangent can be calculated from …
14 years, 4 months ago
With your permission, GameDev.net uses analytics cookies to understand how people use the platform. You can accept analytics or continue with necessary cookies only. Learn more