Jump to content

  • Log In with Google      Sign In   
  • Create Account

Binormal (probably) artifacts


Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.

  • You cannot reply to this topic
1 reply to this topic

#1 jajcek   Members   -  Reputation: 274

Like
0Likes
Like

Posted 17 September 2013 - 08:46 AM

Hello,

 

I have recendly added normal mapping to my terrain engine, but after diagnosing a bit, it looks like there is some problem with the binormal (it is somehow too sharp in some places). Here are some screenshots:

 

Full (there area visible artifacts in some places): http://img833.imageshack.us/img833/89/lzwv.png

Binormal color (compare it with the full screenshot): http://img543.imageshack.us/img543/3219/dyu7.png
 
Why this happens? This is the code responsible for generating TBN:
 
- Terrain has shared vertices.
- vertexPosition below is a position not transformed by any matrix.
- normal is calculated on CPU and is send (not transformed by anything) to the VS which sends it to the PS as is.
float3 computeNormalWithTBN(float3 vertexPosition, float2 texCoord, float3 normal ) {
    float3 p_dx = ddx(vertexPosition);
    float3 p_dy = ddy(vertexPosition);

    float2 tc_dx = ddx(texCoord);
    float2 tc_dy = ddy(texCoord);

    float3 t = normalize( tc_dy.y * p_dx - tc_dx.y * p_dy );
    float3 b = normalize( tc_dy.x * p_dx - tc_dx.x * p_dy );

    float3 n = normalize(normal);
    float3 x = cross(n, t);
    t = cross(x, n);
    t = normalize(t);

    x = cross(b, n);
    b = cross(n, x);
    b = normalize(b);

    float4 detail = normalMap.Sample( SampleType, texCoord );
    detail = (detail * 2.0f) - 1.0f;
    detail *= 6.0f;
    return normalize( normal + detail.x * t + detail.y * b );
}

main PS function:

    // ...
    input.normal = computeNormalWithTBN( input.rawPosition.xyz, input.tex.xy, input.normal;
    float light = saturate( dot( input.normal, float3( 0, 0.73, -0.69 ) ) );

    float4 color = 0.3f;
    color += light;
    return color;
}

Thank you for any hints!



Sponsor:

#2 jajcek   Members   -  Reputation: 274

Like
1Likes
Like

Posted 17 September 2013 - 09:23 AM

Okay I have solved it, according to the http://mathworld.wolfram.com/BinormalVector.html , the binormal is cross(t, n), so I just changed the code to:

 

//x = cross( b, n );
b = cross( t, n );
b = normalize( b );
 
and it works.





Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.



PARTNERS