二維曲線法向量的求解示例:
Here's an example using an analytic curve of y
= x^2
- x = 0:0.1:1;
- y = x.*x;
- dy = gradient(y);
- dx = gradient(x);
- quiver(x,y,-dy,dx)
- hold on; plot( x, y)
which gives:
三維三角面片頂點法向量的求解:頂點相鄰各個三角面片單位法向量的疊加。
http://www.lighthouse3d.com/opengl/terrain/index.php3?normals
The normal at a vertex should be computed as the normalised sum of all the unit length normals for each face the vertex shares. Consider the following image:
In the above image, v represents the normal at the center vertex. Each vij represents a normal for each face that shares the center vertex. So for instance v12 is the unit lenght normal for the bottom right face.
The vertex normal v is computed as the normalised sum of all vij vectors:
-
- v = normalised(sum(v12, v23, v34, v41))
-
- where
-
- vij = normalised(vi x vj) // normalised cross product