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Tangent Space Calculation via per-triangle to per-vertex space co-respondence


Methelina
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In my research normal maping and tangent space calcs i found interesting method to control the artifactless and very accurate TS generation via per-triangle to per-vertex tangent space co-respondence, i think this method can be added to the TS Calculation algo list in the 3Dc. It can produce 16bit normals maps that is vry usefull in the modern PBR pipeline (via BC5/ATI2n/3Dc for sure). This method is used in Cryteck Polybump software. 

 

Main article

Alt article  page 43

Source code from ShaderX book

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