Ray Tracing [C++ & SDL2] - Episode 18 - Texture based normal maps
Ray Tracing [C++ & SDL2] - Episode 18 - Texture based normal maps
Part 2 of a new mini-series looking at normal maps. This episode focuses on how we can generate normal maps directly from the procedural texture that we talked about a couple of episodes ago.
#raytracing #graphics #cplusplus
As with all of my videos, I show the code that I have developed to solve the particular problems that I need to solve, with the hope that it may provide sufficient background and inspiration to allow you to go on to develop your own code if you wish to. My code may not be the most appropriate solution to the problem you are trying to solve, so I urge you to consider the problem carefully and decide for yourself on the most appropriate solution. I make every effort to ensure that my code works as it should and is free of bugs, but of course I cannot provide any guarantees. If you use my code as shown, I strongly encourage you to make sure that you test it thoroughly to ensure that it works as you need it to. If you find a bug, do please let me know in the comments!
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The GitHub repository for this series can be found here:
https://github.com/QuantitativeBytes/qbRayTrace2
The GitHub repository for my linear algebra library can be found here:
https://github.com/QuantitativeBytes/qbLinAlg
You can also follow QuantitativeBytes on Facebook and Instagram:
www.facebook.com/QuantitativeBytes
www.instagram.com/QuantitativeBytes
**********************************
#raytracing #mathematics #cplusplus #graphics
Видео Ray Tracing [C++ & SDL2] - Episode 18 - Texture based normal maps канала QuantitativeBytes
Part 2 of a new mini-series looking at normal maps. This episode focuses on how we can generate normal maps directly from the procedural texture that we talked about a couple of episodes ago.
#raytracing #graphics #cplusplus
As with all of my videos, I show the code that I have developed to solve the particular problems that I need to solve, with the hope that it may provide sufficient background and inspiration to allow you to go on to develop your own code if you wish to. My code may not be the most appropriate solution to the problem you are trying to solve, so I urge you to consider the problem carefully and decide for yourself on the most appropriate solution. I make every effort to ensure that my code works as it should and is free of bugs, but of course I cannot provide any guarantees. If you use my code as shown, I strongly encourage you to make sure that you test it thoroughly to ensure that it works as you need it to. If you find a bug, do please let me know in the comments!
**********************************
The GitHub repository for this series can be found here:
https://github.com/QuantitativeBytes/qbRayTrace2
The GitHub repository for my linear algebra library can be found here:
https://github.com/QuantitativeBytes/qbLinAlg
You can also follow QuantitativeBytes on Facebook and Instagram:
www.facebook.com/QuantitativeBytes
www.instagram.com/QuantitativeBytes
**********************************
#raytracing #mathematics #cplusplus #graphics
Видео Ray Tracing [C++ & SDL2] - Episode 18 - Texture based normal maps канала QuantitativeBytes
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