[x3d-public] Displacer and normals ?

John Carlson yottzumm at gmail.com
Tue Feb 11 13:58:40 PST 2025


Did you get the black tongue effect?  I’ve seen that in Sunrize, and
reported it there.  Holger had a response about providing normals.

The displacers were taken from CoordinateInterpolators in the
HumanoidAnimation/FacialAnimation X3D archive.
https://www.web3d.org/x3d/content/examples/HumanoidAnimation/FacialAnimation/index.html
Perhaps we could derive normals from those examples, realizing only one set
of meshes is chosen for the final version.

It’s relevant, because I will be providing a unified skin mesh for FACS,
and it would be nice to provide normals.

On Tue, Feb 11, 2025 at 3:41 PM Andreas Plesch via x3d-public <
x3d-public at web3d.org> wrote:

> I noticed that some displacers cause degenerate or flipped triangles which
> may cause rendering problems, mostly due to problems calculating
> automatically a good normal vector.
>
> In general, for best rendering results, it is necessary to provide
> precomputed normals. rather than rely on automatic normal calculations. Was
> there a discussion on how to have displacers provide precomputed normals
> along with the displacement of the vertices ? That  would help with
> rendering quality, and may be necessary for some use cases.
>
> This may be deemed a long term feature to consider.
>
> Perhaps an idea would be a MFRotation normalRotations field which has the
> rotation required to rotate the normal (per vertex, or perhaps per face)
> from the rest orientation to the final orientation. Weights are applied
> with slerp. For animation authors it would be probably easier to be able to
> just directly provide the final orientation.
>
> Any feedback or comment much welcome, -Andreas
>
>
> --
> Andreas Plesch
> Waltham, MA 02453
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