Math for Game Developers - Triangle Mesh Normals

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  • Опубликовано: 14 окт 2024
  • Wherein we apply normal vectors to our triangle mesh so that it can be rendered with light and shading.
    Find the source code here: github.com/BSV...
    New video every Thursday. Question? Leave a comment below, or ask me on Twitter: / vinobs

Комментарии • 28

  • @Cinarbayramic
    @Cinarbayramic 18 дней назад +2

    thank you man, i really needed this.

  • @SinTh0r4s
    @SinTh0r4s 10 лет назад +6

    Man you are AWESOME! You need one and a half Minutes to explain me, what my professor fail one and a half hours long :P
    Keep it up! +1

  • @sayochikun3288
    @sayochikun3288 3 года назад +1

    very fast and good. I had no idea about this subject and understood everything u explained

  • @martinmazanek3549
    @martinmazanek3549 11 лет назад +4

    Hi, do you really need when calculating vecAverage to multiply it by 0.5f before normalizing? It should work without it :)
    Great videos btw. I really love them :)

  • @bamsgian9759
    @bamsgian9759 4 года назад

    thanks man, you aiding my curiosity

  • @thejolv
    @thejolv 4 года назад

    You just made my day

  • @jRsqILVOY
    @jRsqILVOY 6 месяцев назад

    How do you choose the tangents for the triangular mesh btw?

  • @aL3891_
    @aL3891_ 11 лет назад

    Love these videos :) i have a question though, if you use flat shading, two vertices that share a point have different normals, but then how does that work with indexed rendering? Maybe it doesn't? I suppose you could use different indices for the flat shaded faces(so that they don't actually share points) but that seems do defeat the purpose

    • @JorgeVinoRodriguez
      @JorgeVinoRodriguez  11 лет назад

      Yeah, notice how I didn't show the indexed rendering step for this one.
      You can still use indexed rendering but your faces won't be sharing verts anymore. Most hi res models these days are smooth shaded though, and creases are handled with normal maps or other tricks like that.

  • @fraserglasgow5735
    @fraserglasgow5735 2 года назад

    THANK YOU!!!

  • @DommageCollateral
    @DommageCollateral Год назад

    ahhhhhhh i think i finalloy learned something here. you generate a normalvector from the triangles vectors in order to project light ontoo the face

  • @undefBehav
    @undefBehav Год назад

    Do you have to calculate the average? Wouldn't it suffice to add all the surface normals together that are shared by the same vertex, and normalize that sum?

    • @JorgeVinoRodriguez
      @JorgeVinoRodriguez  Год назад

      Yes, same thing. Probably I decided to show it this way for pedagogical purposes, or possibly it didn't occur to me that the extra division was unnecessary.

    • @undefBehav
      @undefBehav Год назад

      @@JorgeVinoRodriguez Makes sense. Thanks for the clarification!

    • @liam6550
      @liam6550 10 месяцев назад

      Latecomer here, but there are issues with situations where similar faces that share the vertex will bias the result

    • @undefBehav
      @undefBehav 10 месяцев назад

      @@liam6550 Yeah, but that would also happen if you took their average as well. It's algebraically the same whether you took the average and then normalized it, or normalized them without averaging.

    • @liam6550
      @liam6550 10 месяцев назад

      @@undefBehav I know what normalizing does. Accounting for the bias that came from similar faces is a problem I've only recently successfully solved using a combination of angle weights and area weights. I was looking for some help on how to fix it here

  • @kevin-hw6er
    @kevin-hw6er 6 месяцев назад

    thanks

  • @duality4y
    @duality4y 3 года назад

    w8 is this a series? sounds awesome

  • @Nick_fb
    @Nick_fb 5 лет назад

    This is top stuff. If you wanted to do more, you could do area & angle weighted normals for the alien isolation / star citizen look.

  • @NeilRoy
    @NeilRoy 8 лет назад +1

    Or "flat shading" and "smooth shading" (which is what most rendering software will call it).

    • @Luixxxd1
      @Luixxxd1 10 месяцев назад

      C4D be like: *asian last name*

  • @vishnubharathit6192
    @vishnubharathit6192 9 лет назад +1

    "Triangle mesh normals" Can you share refence book here? I want to know more about triangle mesh normal concepts

    • @JorgeVinoRodriguez
      @JorgeVinoRodriguez  9 лет назад +1

      ***** Try the book 3d Math Primer for Graphics and Game Development by Dunn and Parberry.

    • @themeliskalomoiros4368
      @themeliskalomoiros4368 4 года назад

      @@JorgeVinoRodriguez That's a great book, thank you very much!

  • @7GIGEO7
    @7GIGEO7 10 лет назад

    Amazing tutorials..!

  • @dionyzus2909
    @dionyzus2909 3 года назад

    that was the most ugly lamp I've ever seen! haha
    thanks for the class! (: