Math for Game Developers - Triangle Mesh Normals

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  • Опубліковано 25 лис 2024

КОМЕНТАРІ • 29

  • @SinTh0r4s
    @SinTh0r4s 10 років тому +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

  • @Cinarbayramic
    @Cinarbayramic 2 місяці тому +2

    thank you man, i really needed this.

  • @sayochikun3288
    @sayochikun3288 3 роки тому +1

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

  • @DommageCollateral
    @DommageCollateral Рік тому

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

  • @thejolv
    @thejolv 4 роки тому

    You just made my day

  • @martinmazanek3549
    @martinmazanek3549 11 років тому +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 роки тому

    thanks man, you aiding my curiosity

  • @jRsqILVOY
    @jRsqILVOY 7 місяців тому

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

  • @NeilRoy
    @NeilRoy 8 років тому +1

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

    • @Luixxxd1
      @Luixxxd1 11 місяців тому

      C4D be like: *asian last name*

  • @duality4y
    @duality4y 3 роки тому

    w8 is this a series? sounds awesome

  • @undefBehav
    @undefBehav 2 роки тому

    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  2 роки тому

      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 2 роки тому

      @@JorgeVinoRodriguez Makes sense. Thanks for the clarification!

    • @liam6550
      @liam6550 11 місяців тому

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

    • @undefBehav
      @undefBehav 11 місяців тому

      @@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 11 місяців тому

      @@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

  • @vishnubharathit6192
    @vishnubharathit6192 9 років тому +1

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

    • @JorgeVinoRodriguez
      @JorgeVinoRodriguez  9 років тому +1

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

    • @themeliskalomoiros4368
      @themeliskalomoiros4368 4 роки тому

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

  • @aL3891_
    @aL3891_ 11 років тому

    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 років тому

      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.

  • @7GIGEO7
    @7GIGEO7 10 років тому

    Amazing tutorials..!

  • @Nick_fb
    @Nick_fb 5 років тому

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

  • @dionyzus2909
    @dionyzus2909 3 роки тому

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

  • @fraserglasgow5735
    @fraserglasgow5735 2 роки тому

    THANK YOU!!!

  • @julianaskuratovsky8701
    @julianaskuratovsky8701 Місяць тому

    Super!!

  • @kevin-hw6er
    @kevin-hw6er 7 місяців тому

    thanks