The Geometry Behind Normal Maps
Mood
thoughtful
Sentiment
positive
Category
tech
Key topics
computer graphics
3D rendering
game development
The article explores the mathematical concepts behind normal maps, a technique used in 3D rendering to enhance surface details.
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29m
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Day 1
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- 01Story posted
11/12/2025, 1:50:47 PM
6d ago
Step 01 - 02First comment
11/12/2025, 2:20:14 PM
29m after posting
Step 02 - 03Peak activity
5 comments in Day 1
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Step 03 - 04Latest activity
11/12/2025, 5:45:52 PM
6d ago
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Heh; with mesh shaders and Nanite, we sort of can now. Whether older GPUs can render them is a different matter altogether though.
We've been in 'kind of can' territory for a long time in terms of hardware capabilities. We're just now writing the software to actually do it.
I find the second definition more intuitive and easier to visualize, while the first is more formal and algebraic. For example, using the second definition it's easy to visualize the pushforward T(V) (given a smooth map T) of a tangent vector V at p to another vector U at q = T(p): picture a curve through p corresponding to V mapped via T to a curve through q. That curve defines the pushforward U = T(V). This isn't a substitute for the algebraic definition of a pushforward, of course, but I find it helpful. (The same approach is easy to extend to the pullback of a 1-form.)
Note that normal maps are still widely used in PBR workflows. The article doesn't mention them, but older renderers tended to use diffuse, specular, normal maps, and modern asset creation typically involves albedo, roughness/smoothness, metalness, and ambient occlusion maps in addition to normal maps for textures.
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