Game Engine Programming 070.3 - Mikk TSpace

Опубликовано: 17 Май 2026
на канале: Game Engine Series
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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:
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💜 Big thanks to Tribal Elders:
Von Bismarck, Lester Lin, Ashwin Mods, Zachary Shrout, Alexandru Iancu

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Further reading:
Shaders Monthly - Microfacet BRDF:    • Microfacet BRDF: Theory and Implementation...  
Physically based shading: https://cglearn.eu/pub/advanced-compu...
LearnOpenGL: https://learnopengl.com/PBR/Theory

00:00 - intro

by Arash Khatami
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#PrimalEngine #GameEngineSeries #GameEngineProgramming #TheGameEngineProgrammingSeries