Hello. I’m sorry for the machine translator.
I have a question:
read and searched about discarding invisible polygons, and nowhere did I find normal maps to be applied. Well, it’s like an atlas of the starry sky, only instead of coordinates - the angles at which the polygon is rotated to the center of the object. At the first stage, this would help to discard half of the polygons from processing, meaning the angle of rotation of the camera. Please tell me - maybe I’m looking badly.
In general, I thought about creating my own engine, and I do not want to use known methods - I want to do something new. I understand this is difficult and very time consuming, but you can create some kind of baseIn general, I thought about creating my own engine, and I do not want to use known methods - I want to do something new. I understand this is difficult and very time consuming, but you can create some kind of base …
and I have some work on algorithms, I want to try to integrate them into a graphics engine.
someone opened the topic
https://forums.developer.nvidia.com/t/photoshop-absturz-bei-nvidia-normal-map/165041
but as I understand it is completely different
https://habr.com/ru/post/481480/
but here the vertex normals
and to discard invisible polygons you need a polygon normal map
and that’s not it
http://www.malbred.com/3d-grafika-3d-redaktory/sovremennaya-terminologiya-3d-grafiki/normal-mapping.html
the image of my map is simplified, I thought everyone understood me, but on our forum it turned out that no one. in the evening I will definitely complete the image and description, the fact is that I work practically every day, and immediately could not make a quality one - I thought that everyone understood.
https://drive.google.com/file/d/1qjbdgELnAPHt7VlfO7wL6oyAkVCdYlHA/view?usp=sharing