Geometric meaning of tangent/binormal

Source: Internet
Author: User
Originally, we only know how to calculate the N, T, and B Base vectors and define the tangent space accordingly. It should be clear today that tangent and binormal should be the result of a certain point of P on the triangle for the deviation of the u and v quantities, respectively, that is, DP/du and DP/DV (that represents the Greek character that is biased ). In this way, the triangle has a PI (I! = 0) can be expressed as Pi = P0 + T * (ui-u0) + B * (vi-v0), where T and B are tangent and binormal respectively.

In addition, the Chinese translation of GPU gems has been changed to black and white printing, and the paper has plummeted. This is already mentioned in the previous post. I will mention it again today, mainly because it is really unpleasant to see, most of the images for comparison are not completely different. Hope GPU gems 2 can be "absolutely loyal to the original" (if there is still gg2)

Another 2: starting from today, Ben San is officially launched. Please give me more advice on orz.

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