Hello world, again!
New blog! After over a year of absence, I figured I’d spin this baby back up. In other news, here’s how to calculate v0‘s smooth normal in UE4:
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FVector GetSmoothNormal(FVector v0, FVector v1, FVector v2, FVector v3, FVector v4) { FVector v12 = FVector(); FVector v23 = FVector(); FVector v34 = FVector(); FVector v41 = FVector(); FVector normal = FVector(); v1 = v1 - v0; v2 = v2 - v0; v3 = v3 - v0; v4 = v4 - v0; v12 = v1 ^ v2; v12.Normalize(); v23 = v2 ^ v3; v23.Normalize(); v34 = v3 ^ v4; v34.Normalize(); v41 = v4 ^ v1; v41.Normalize(); normal = v12 + v23 + v34 + v41; normal.Normalize(); return normal; } |
And here’s the discrete radiosity equation: $$B_{i}=E_{i}+\rho_{i}\sum\limits _{i=1}^{n}F_{ij}B_{j}$$ where is the geometrical view factor for the radiation leaving and hitting patch . In truth, this has … [Read more…]