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Surface normal - Wikipedia, the free encyclopedia (341 words) |
 | A normal to a non-flat surface at a point p on the surface is a vector which is perpendicular to the tangent plane to that surface at p. |
 | For a plane given by the equation ax + by + cz = d, the vector (a,b,c) is a normal. |
 | Surface normal at a point to a surface does not have a unique direction; the vector pointing in the opposite direction of a surface normal is also a surface normal. |
| Normal mapping - Wikipedia, the free encyclopedia (798 words) |
 | But where a bump map is usually calculated based on a single-channel (interpreted as grayscale) image, the source for the normals in normal mapping is usually a multichannel image (that is, channels for "red", "green" and "blue" as opposed to just a single color) derived from a set of more detailed versions of the objects. |
 | To calculate the lambertian (diffuse) lighting of a surface, the unit vector from the shading point to the light source is dotted with the unit vector normal to that surface, and the result is the intensity of the light on that surface. |
 | Normal mapping's increasing popularity amongst video-game designers is due to its combination of excellent graphical quality and decreased processing requirements versus other methods of producing similar effects. |