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Updated readme
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moved images
added special thanks
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landonth committed Jun 18, 2018
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Expand Up @@ -6,11 +6,16 @@ Includes a real-time GPU accelerated "smooth" per vertex normal computation tech

This allows for non-uniform scaling and twisting / warping of the mesh while retaining smooth surface lighting.

![Stanford Bunny (Regular)](images/stanford_bunny_regular.png)
![Stanford Bunny (Twisted)](images/stanford_bunny_twisted.png)

Face normals and Vertex normals are both naively calculated here in a single shader pass using a nested loop for adjacent triangles.

A two pass method would be more efficient, but convoluted given TouchDesigner's (current) semi-fixed render pipeline for MATs / Materials.

This could also be adapted to a vertex shader only approach with the proper vertex attributes, or adapted to other OpenGL based engines/implementations.
This could also be adapted to a vertex shader only approach with the proper vertex attributes, or adapted to other OpenGL based engines/implementations.

Special Thanks:
Vincent Houzé http://vincenthouze.com
Elburz Sorkhabi http://elburz.io
Matthew Ragan http://matthewragan.com

![Stanford Bunny (Regular)](images/stanford_bunny_regular.png)
![Stanford Bunny (Twisted)](images/stanford_bunny_twisted.png)

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