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3D Game Engine Design, 2nd Edition
book

3D Game Engine Design, 2nd Edition

by David Eberly
November 2006
Intermediate to advanced content levelIntermediate to advanced
1040 pages
26h 31m
English
CRC Press
Content preview from 3D Game Engine Design, 2nd Edition
20.5 Bump Maps 917
Figure 20.13 The normal map for the bricks texture. This map was generated by the CreateNor-
malMap
tool.
is usually just called the tangent and the second vector is called the bitangent.
1
It is
important that the tangent and bitangent vary as smoothly as possible. For a surface
with the topolog y of a square, this is always possible. For a surface with the topology
of a sphere, it is impossible to guarantee global continuity.
2
If we can compute a
tangent T, the bitangent is computed using a cross product, B = N
.
T. The ordered
set {T, B, N} is a right-handed orthonormal set.
The negative of the light direction vector at the surface
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Publisher Resources

ISBN: 9781482267303