# Radiosity Normal Mapping

This topic is 4416 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

## Recommended Posts

Is it possible to do radiosity normal mapping without radiosity, using only ordinary lightmaps. I do not understand how I should transform these basis vectors. Should I transform the lightpositions by these vectors. And how can I transform a vector by a vector. I only know how to transform a vector by a matrix?

##### Share on other sites
Are you talking about the tangent space matrix?

Here is a link about the derivation of that matrix.
TBN matrix derivation

You transform the light vector from world space to the local TBN space and there you perform the lighting operations its all explained in the link above

##### Share on other sites
I know how tangent space normal mapping is done. But now I want to add a precomputed lightmap (without radiosity). I 've read the paper from http://www2.ati.com/developer/gdc/D3DTutorial10_Half-Life2_Shading.pdf but I do not understand, what I should do with the three basis vectors.

##### Share on other sites
http://www.gamedev.net/community/forums/topic.asp?topic_id=357006&whichpage=1

##### Share on other sites
Thank you for this link. I've searched quite a lot on gamedev, but I didn't find this link. I don't have to transform the light-position, I only need to replace the normal.

##### Share on other sites
http://img218.imageshack.us/img218/5144/nvil3av.jpg
Get the documentation at

I've made simlar test:
http://img218.imageshack.us/img218/2699/room436cf.jpg

More screenshot at my blog:
http://chenmengji.lifepop.com/

1. 1
2. 2
3. 3
Rutin
24
4. 4
JoeJ
18
5. 5

• 14
• 23
• 11
• 11
• 9
• ### Forum Statistics

• Total Topics
631766
• Total Posts
3002228
×