Game Development Reference
In-Depth Information
Diffuse Specular Specular
Color Color Exponent
(a) (210,40,50) (0,0,0) 1
(b) (65,55,200) (150,0,0) 16
(c) (65,55,200) (230,230,230) 2
(d) (50,50,100) (210,40,50) 4
(e) (65,55,200) (210,40,50) 2
(f) (65,55,200) (0,0,0) 64
(g) (0,0,0) (210,40,50) 1
(h) (210,40,50) (100,100,100) 64
(i) (210,40,50) (230,230,230) 2
(j) (210,40,50) (65,55,200) 2
6. How would the following normals be encoded in a 24-bit normal map with
the usual conventions?
(a) [−1.00, 0.00, 0.00] (b) [0.267,−0.535, 0.805]
(c) [0.00, 0.00, 1.00] (d) [0.00, 0.857, 0.514]
7. For each row (a)-(d) in the table below, decode the texel from the normal
map to obtain the tangent-space surface normal. Determine the binormal
from the vertex normal, tangent, and determinant. Then calculate the
model-space coordinates of the per-texel surface normal.
Normal map
Vertex
Vertex
Determinant
texel RGB
normal
tangent
(Mirror flag)
(a)
(128,255,128)
[0.408,−0.408,−0.816]
[0.707,0.707,0.000]
1
(b)
(106,155,250)
[0.000, 1.000, 0.000]
[1.000,0.000,0.000]
-1
(c)
(128,218,218)
[1.000, 0.000, 0.000]
[0.000,0.447,-0.894]
1
(d)
(233,58,145)
[0.154,−0.617, 0.772]
[0.986,0.046,-0.161]
-1
There are too many special effects in all these movies today.
— Steven Spielberg (1946-)
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