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Quaternion Normal Maps

a.k.a. QLog Maps

This repo contains documentation, examples describing the creation and usage of quaternions to encode normal information. The main benefit of this approach is to provide an alternative method for doing calculations such as blending with multiple normals, similar to how quaternions help with 3D rotation maths. This has applications where high quality blending of normal information is required, e.g. skin wrinkle maps.

See Using QLog Maps for more information

For an in-depth dirivation of the method see the contents of the notebooks folder. Initially this includes the original Mathematica notebook.

Contributing

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This project has adopted the Microsoft Open Source Code of Conduct. For more information see the Code of Conduct FAQ or contact opencode@microsoft.com with any additional questions or comments.

Trademarks

This project may contain trademarks or logos for projects, products, or services. Authorized use of Microsoft trademarks or logos is subject to and must follow Microsoft's Trademark & Brand Guidelines. Use of Microsoft trademarks or logos in modified versions of this project must not cause confusion or imply Microsoft sponsorship. Any use of third-party trademarks or logos are subject to those third-party's policies.

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A technique for encoding mesh normal information in quaternion representation for improved blending and other operations.

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