Important Notice: Our web hosting provider recently started charging us for additional visits, which was unexpected. In response, we're seeking donations. Depending on the situation, we may explore different monetization options for our Community and Expert Contributors. It's crucial to provide more returns for their expertise and offer more Expert Validated Answers or AI Validated Answers. Learn more about our hosting issue here.

Subject 5.27: How do I transform normals?

normals Subject transform
0
Posted

Subject 5.27: How do I transform normals?

0

In 3D, the orientation of a plane in space can be given by a vector perpendicular to the plane, a “normal vector” or “normal” for short. Often it is convenient to keep that vector of unit length, or “normalized”; be careful of the different meanings of “normality”. A smooth surface has a plane tangent to each point, and by extension a normal to that plane is called a “surface normal”. Graphics code also cheats by associating artificial normal vectors with the vertices of polygonal models to simulate the reflection properties of curved surfaces; these are called “vertex normals”. The “orientation” of a plane has two meanings, both of which usually apply. Aside from the rotational tilting and turning meaning, there is also the sense of “side”. A closed convex surface made of polygons has two sides, an inside and an outside, and normals can be assigned to the polygons in such a way that they all consistently point outside. This is often desirable for shading and culling. When a model is d

Related Questions

What is your question?

*Sadly, we had to bring back ads too. Hopefully more targeted.