Demystifying the TBN matrix

If you’ve ever done graphics programming, you’ve likely implemented some sort of normal mapping. You will then know that it relies on something known as the TBN matrix to magically convert your tangent space normal map textures (the desaturated blue ones) into world space normals (the cooler rainbow ones) to be used in lighting. It was something that seemed really abstract to me when I first learned about it.

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On Subsurface Parallax Shading

Recently I tried implementing a fake depth parallax shader. The basic idea I had is to make it look like the texture given is some depth $D$ units below the surface. The surface itself could vary in refractive index, maybe to make it look like it’s encased in glass or resin.

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Welcome!

Today marks the beginning of my blog, I intend to use this as kind of a journal with life updates, but mostly for notes, and writeups of anything interesting that I do. I’d like to keep the frequency of posts semi-consistent, but no promises, and I don’t expect many people to read it anyway.

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