I came across a very interesting post on performing normal mapping without a precalculated tangent frame. The technique is an extension/optimisation to the one presented by the same author in ShaderX5, and it elegantly and efficiently calculates the tangent frame in the pixel shader removing the need for storing tangent and bitangent vectors in each vertex. Continue reading “Normal Mapping Without Precomputed Tangents”
The world, as we experience it visually, is the result of the interplay between light and matter. This interplay we try to model and replicate, with varying degrees of success, with computer graphics.
I am a graphics programmer working in the games industry. I love learning and trying new graphics techniques and experimenting with new algorithms. This blog will be my scratchpad where i’ll document my little experiments.