Jump to content
  • Advertisement
Sign in to follow this  
mlt

Dotting Tangent and binormal vectors?

This topic is 3477 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I am currently reading: http://http.developer.nvidia.com/GPUGems/gpugems_ch01.html and trying to implement/test/debug the first part in a shader. From the text the normal is: N = cross(B,T) where B is the binormal and T is the tangent computed as described in the article. My question is now: Is it always true that: dot(B,T) = 0 ? from the definition of N it must hold that: dot(N,B) = dot(N,T) = 0 but what about dot(B,T) ?

Share this post


Link to post
Share on other sites
Advertisement
B and T are not normal in general:

dot(B,T) = d/dx(H(x,y,t)) * d/dy(H(x,y,t))

If you want to have a basis of the tangent space whose elements are orthogonal, you can use one step of Gram-Schmidt orthogonalization to replace either B or T.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!