Fixing Faceted Models in Bump Mapping
In attempt to enhance models with bump mapping, many encounter faceted appearances like the one seen below:
[Insert image of faceted model]
This issue stems from calculating tangent, binormal, and normal values on a per-face basis, neglecting the existing model normals. The current process utilizes two triangle edges and texture space vectors to compute tangent and binormal, which are then cross-multiplied to obtain the normal.
Achieving Smooth Normals
To remedy this, consider calculating these values on a per-vertex basis, incorporating the model normals. Alternatively, explore smoothing techniques to eliminate the faceted appearance.
One effective method is:
This approach yields smooth normals that can enhance the desired bump mapping effect. For further insight, consult the provided earth preview showcasing bump mapping and other effects.
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