I can define a plane in 3D space using three 3D points (p0, p1, p2) that all lie in the plane and that form a non-degenerate triangle. Calculating the normal of the plane is as simple as calculating ...
My Task I want to interpolate a heightmap by using the normal of each nearby point of the heightmap which is calculated before. When having 4 Points before i gonna have 9 points after it. ( See this ...
I'm very confused about the math behind the model/affine transformation expressed in homogeneous coordinates. Reading this article, I understood that a generic vector is transformed by multiplying it ...
Hey guys, i was wondering how i would go about finding the perpendicular lines relative to a surface normal. For instance say i have (0,0,1) the expected output would be (1,0,0) and (0,1,0). What ...