Tangent Space Vectors [T B N]
Hi,
I am trying to implement Cubic Environment Map Bump Mapping for the Utah teapot. The teapot data consists of 32 bezier patches.
I had evaluated these bezier patches and calculated the vertices (x, y, z) and their corresponding texture coordinates (s, t).
Given 4 vertices and their texture coordinates how to compute the Tangent space (Tangent, Binormal and Normal) at each vertex.
All the methods that I found on the internet describe the scheme for triangles. I think I can use the same method but I just want to make sure if that is correct.
All comments would be of help!
Thanks!
Hi,
Was my question stupid ? or everybody just sneaked with the triangles ?
Need some feedback please!
Thanks!
Was my question stupid ? or everybody just sneaked with the triangles ?
Need some feedback please!
Thanks!
Well, if you have a mathematical representation of the surface, you can calculate the bitangent and tangent vectors directly. If you don't, then you can calculate them from the tesselated vertices - you must have a list of triangles to render them - so the methods relating to calculating it for triangles is valid.
You should definitely be able to compute this directly from the patch information, since the Bezier patch is a smooth 2D manifold that is at least C2.
Cheers,
Timkin
Cheers,
Timkin
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