Published On Jul 31, 2024
✅ Support Game Engine Series / gameengineseries or https://ko-fi.com/gameengineseries
Previously we discussed how a tangent frame can be calculated for any triangle mesh, given that it contains vertex normals and vertex UVs. We didn't however look at how a normal map is constructed, which obviously is less relevant for using it, but is important to know nevertheless.
🟥(Red Episode)
The assets I used in this video are available for Patreon and Ko-fi supporters of the channel:
/ 270663
https://ko-fi.com/gameengineseries/shop
✅ Donations:
https://www.paypal.com/paypalme/arash...
https://ko-fi.com/gameengineseries
✅ Discord
/ discord
✅ Twitter
/ primalnippleman
🐱 Mr. Frummel & Louis' unreal adventures
/ mr.frummel
💜 Big thanks to Tribal Elders:
Von Bismarck, Lester Lin, Ashwin Mods, Zachary Shrout, Alexandru Iancu
💚 Big thanks to Chief patrons:
Simon, Eero Laine, deathcat00
🧡 Big thanks to Shaman patrons:
Shaun Mitchell, Aiguo Wang, Talis Lincoln, Miime, Timmy Jenkins, David Ducados, Soheb Bhimani
Further reading:
Shaders Monthly - Microfacet BRDF: • Microfacet BRDF: Theory and Implement...
Physically based shading: https://cglearn.eu/pub/advanced-compu...
LearnOpenGL: https://learnopengl.com/PBR/Theory
00:00 - intro
by Arash Khatami
-------------------------------------------------------------
#PrimalEngine #GameEngineSeries #GameEngineProgramming #TheGameEngineProgrammingSeries