CS 455 Lecture 8 – Calculating Normals
- what ?s
- finding Playdoh normals
- finding normals of a model
Think About This
Here’s what you know:
- The positions of five vertices.
- Connectivity information (e.g., vertices 0, 1, and 2 form a face).
- Vector operations: you can add 3D quantities, subtract them, take their dot product (which tells you the cosine of the angle between them), their cross product (which produces a vector perpendicular to its two operand vectors), make them have unit length, etc.
Now, do this:
- Take a canister of Playdoh.
- Create three triangles made of five vertices.
- Model how one might determine the normals.
Let’s generalizing our shading routine to work with an models, not just spheres. Complete the following steps as a lab exercise, and email me a screenshot of your shaded model.
First, sync and pull the changes down from Bitbucket.
In the OBJ reader routine:
- Add an out parameter for the vertex normals, a list of Vector4s.
- Allocate adequate space for these normals, and zero them out.
- On reading a face, mentally label the vertices A, B, and C.
- Find two vectors tangent to the face (like B – A and C – A).
- Calculate the face’s normal as the cross product of these two vectors. Normalize.
- Add the face’s normal on to the normal of each of its three vertices.
- When all geometry has been process, renormalize the vertex normals.
In the Initialize routine:
- Upload the normals as another vertex attribute. &normals gives you a pointer the first normal’s x-component.
- Load in suzanne.obj or some other non-sphere model.
In the vertex shader:
- Declare the normal as a second vertex attribute.
Why did u cross v?
To get to the other side?
No, that’s reflection
So why did they cross?
To get where neither could get
In and of themselves