# QTangents

Published in the 2011 Siggraph Presentation Spherical Skinning with Dual-Quaternions and QTangents, Crytek proposed a highly efficient way of representing tangent space per vertex. Instead of storing the basis vectors, they store a quaternion representing the tangent space rotation and reconstruct the basis vectors in the shader. Being a simple and straight forward idea, I decided to implement this approach in the anima skinning sample.

As a first step, the tangent space vectors need to be converted into quaternion form. I did so by assembling a rotation matrix that represents the rotation of an arbitrary world space vector into tangent space: $\mathbf{T} = \left(\begin{array}{l}\mathbf{B}_{binormal} \\ \mathbf{B}_{tangent} \\ \mathbf{B}_{normal} \end{array}\right)$

where $\mathbf{B}_{binormal}$ denotes the tangent space binormal vector (in row form!) etc. This matrix can then be converted into a quaternion by one of the standard algorithms. Note, however, that special care has to be taken during this step: First of all, $\mathbf{T}$ might not be a proper rotation matrix. It is reasonable to assume that orthonormality is guaranteed, i.e. $\mathbf{T}\mathbf{T}^T = \mathbf{T}^T \mathbf{T} = \mathbf{I}$

for the identity matrix $\mathbf{I}$, but $\mathbf{T}$ might still encode a reflection. If this is the case the matrix to quaternion will fail because unit quaternions cannot encode reflections. Fortunately, the matrix can be converted into a regular rotation by simply picking any basis vector and reflecting it as well. In my case I chose to always reflect the $\mathbf{B}_{normal}$ vector. Have a look at the figure blow which illustrates the case where $\mathbf{B}_{binormal}$ is reflected. Note that after the reflection of the normal, handedness is restored again. Of course, reconstructing the resulting quaternion yields a tangent space with a flipped normal vector, so we need to un-flip it first before we can use it in any shading algorithms! Thus, we need to store a flag along with our quaternions that indicates if the normal vector need to be flipped after reconstruction. And this is where the smart guys from Crytek scored their points: Realizing that for a given quaternion $\mathbf{q}$ it’s negate $-\mathbf{q}$ represents the exact same rotation (albeit in opposite direction, but that won’t bother us here) we can enforce non negativity of any quaternion element without impact on the reconstructed tangent space. But this also means that we can use the sign of that very component to store our reflection flag! This brings our memory requirements for the whole tangent frame down to 4 floating point values. Not bad! The only thing that can go wrong now is when the chosen quaternion element is zero. Should not be an issue in theory because IEEE 754 makes a distinction between +0 and -0 but GPUs don’t always stick to this rule. In this case we can set the value of this component to a very small bias, say 1e-7. Here’s how I implemented the tangent space matrix to QTangent conversion:

// generate tangent frame rotation matrix
Math::Matrix3x4 tangentFrame(
binormal.x,    binormal.y,    binormal.z,    0,
tangent.x,     tangent.y,     tangent.z,     0,
normal.x,      normal.y,      normal.z,      0
);

// flip y axis in case the tangent frame encodes a reflection
float scale = tangentFrame.Determinant() < 0 ? 1.0f : -1.0f;

tangentFrame.data *= scale;
tangentFrame.data *= scale;
tangentFrame.data *= scale;

// convert to quaternion
Math::Quaternion tangentFrameQuaternion = tangentFrame;

// make sure we don't end up with 0 as w component
{
const float threshold = 0.000001f;
const float renomalization = sqrt( 1.0f - threshold * threshold );

if( abs(tangentFrameQuaternion.data.w)     {
tangentFrameQuaternion.data.w =  tangentFrameQuaternion.data.w > 0
? threshold
: -threshold;
tangentFrameQuaternion.data.x *= renomalization;
tangentFrameQuaternion.data.y *= renomalization;
tangentFrameQuaternion.data.z *= renomalization;
}
}

// encode reflection into quaternion's w element by making sign of w negative
// if y axis needs to be flipped, positive otherwise
float qs = (scale<0 && tangentFrameQuaternion.data.w>0.f) ||
(scale>0 && tangentFrameQuaternion.data.w<0) ? -1.f : 1.f;

tangentFrameQuaternion.data.x *= qs;
tangentFrameQuaternion.data.y *= qs;
tangentFrameQuaternion.data.z *= qs;
tangentFrameQuaternion.data.w *= qs;


On a side note: As implemented in the code above, reflection properties of a matrix can be detected via the matrix’s determinant, i.e. if a matrix $\mathbf{T}$ encodes a reflection then $det(\mathbf{T}) = -1$

holds. In order to obtain the world space tangent frame vectors we need to rotate the tangent frame quaternion into world space first. This can be done by concatenating it with the vertex’s blended bone transform. In the case of dual quaternion bone transforms we simply need to multiply the real part of the bone dual quaternion $\hat{\mathbf{q}} = \mathbf{q}_r + \epsilon \mathbf{q}_d$ with the tangent space quaternion $\mathbf{t}$ $\mathbf{t'} = \mathbf{q}_r * \mathbf{t}$

The tangent space vectors can then be reconstructed via a standard quaternion to matrix routine. Note that it is advisable to only reconstruct two of the three basis vectors and recompute the third via a cross product in order to guarantee orthonormality.

float2x3 QuaternionToTangentBitangent( float4 q )
{
return float2x3(
1-2*(q.y*q.y + q.z*q.z),  2*(q.x*q.y + q.w*q.z),    2*(q.x*q.z - q.w*q.y),
2*(q.x*q.y - q.w*q.z),    1-2*(q.x*q.x + q.z*q.z),  2*(q.y*q.z + q.w*q.x)
);
}

float3x3 GetTangentFrame( float4 worldTransform, TangentFrame tangentFrame )
{
float4 q = QuaternionMultiply( worldTransform,  tangentFrame.Rotation );
float2x3 tBt = QuaternionToTangentBitangent( q );

return float3x3(
tBt,
tBt,
cross(tBt,tBt) * (tangentFrame.Rotation.w < 0 ? -1 : 1)
);
}


# Normal Mapping

Normal mapping is a highly popular technique in video game development and real time rendering applications where the polygon count needs to be kept as low as possible. It allows us, at reasonable cost, to add high frequency surface detail to arbitrary surfaces of low polygon count. The basic idea is simple: Encode the extra detail in an additional texture and use during shading.

In the case of normal mapping we simulate additional surface detail by storing the orientation of the surface normal at each texel. This gives us much more fine grained normal information than vertex normals as the texture covers the model in a much more fine-grained fashion. The straight forward way to accomplish this would be to simply store the exact surface normal at each texel. At run-time all we’d have to do is sample the texture in the fragment shader and replace the interpolated normal with the sampled one. This approach is usually called Object Space Normal Mapping as the normals are defined relative to the whole object. While being simple and efficient, this approach has some significant draw-backs: We cannot animate the vertices of the model as this would change their world space orientation and we cannot reuse the same map on mirrored geometry. As a result most games and applications use Tangent Space Normal Mapping where, as the name implies, the normals are specified relative the the object’s local tangent space. Have a look at the image above: We define local tangent space by the orthogonal basis vectors ‘normal’, ‘tangent’ and ‘binormal’. Relative to this coordinate system, we can represent any other normal vector (in red the image above) by a linear combination of the three basis vectors: $\mathbf{n}' = b \mathbf{B}_{binormal} + t \mathbf{B}_{tangent} + n \mathbf{B}_{normal}$

where $\mathbf{B}_{binormal}$ denotes the basis vector called ‘binormal’, etc. We will thus store in our normal map the coefficients of the linear combination: $\{b, t, n\}$ and evaluate the equation above in the fragment shader. Though, where will we get the basis vectors from? Usually the tangent space basis vectors are computed during model export or import. The standard procedure does so by aligning tangent and binormal with the direction of the UV coordinates and computing the normal vector by a cross product of tangent and binormal. Details can be found in various publications. Once the tangent space basis vectors are known for each vertex, they are passed to the vertex shader. The vertex shader transforms the vectors into world space according to it’s associated world space transform and then passes them on to the fragment shader. So.. Let’s have a look at some code:

In order to get normal, tangent and binormal data into the DirectX vertex buffer I added converters for each vector to the mesh importer:

if( mesh->HasTangentsAndBitangents() )
{
converters.push_back( new aiVector3DConverter( D3DDECLUSAGE_TEXCOORD, 5,
offset, mesh->mNormals, vertexCount ) );
offset += converters.back()->Size();

converters.push_back( new aiVector3DConverter( D3DDECLUSAGE_TEXCOORD, 6,
offset, mesh->mTangents, vertexCount ) );
offset += converters.back()->Size();

converters.push_back( new aiVector3DConverter( D3DDECLUSAGE_TEXCOORD, 7,
offset, mesh->mBitangents, vertexCount ) );
offset += converters.back()->Size();
}


Note that they are sent to the GPU via the TEXCOORD5TEXCOORD7 semantics. The vertex shader input needed to reflect this fact, so I extended the VertexShaderInput struct with the definition of tangent frame data:

struct TangentFrame
{
float3 Normal     : TEXCOORD5;
float3 Tangent    : TEXCOORD6;
float3 Binormal   : TEXCOORD7;
};

{
float4 Position                    : POSITION;
TangentFrame TangentFrameData;
float2 TexCoord                    : TEXCOORD0;
float4 BlendWeights                : BLENDWEIGHT0;
uint4 BlendIndices                 : BLENDINDICES0;
};


The Vertex shader itself now needs to transform the tangent space vectors into world space and pass them on to the pixel shader:

struct VertexShaderOutput
{
float4 Position                    : POSITION0;
float2 TexCoord                    : TEXCOORD0;
float3x3 TangentFrame              : TEXCOORD2;
};

{
result.TexCoord = input.TexCoord;

float3x4 blendedTransform =
BoneTransforms[input.BlendIndices.x] * input.BlendWeights.x +
BoneTransforms[input.BlendIndices.y] * input.BlendWeights.y +
BoneTransforms[input.BlendIndices.z] * input.BlendWeights.z +
BoneTransforms[input.BlendIndices.w] * input.BlendWeights.w;

// position
{
float4 posH = float4( input.Position.xyz, 1.f );
float4 blendedPosition = mul( posH, blendedTransform );

result.Position =  mul( blendedPosition, ViewProjection );
}

// tangent space
{
float3x3 tf = float3x3(
tangentFrame.Binormal,
tangentFrame.Tangent,
tangentFrame.Normal
);

result.TangentFrame = mul( tf, transpose((float3x3)blendedTransform) );
}

return result;
}


The tangent space vectors, now in world space, are then interpolated across the current polygon and then passed on to the fragment shader. In the fragment shader we sample the normal map and compute the surface normal according to the equation above. Beware of an implementation detail: Depending on the texture format, individual texels store values in the range of $\{0,\dots,1\}$. Our tangent space coefficients, however, can range from $\{-1\dots1\}$. So we need to remap the texel values before plugging them into the equation above:

float4 Model_PS( VertexShaderOutput input ) : COLOR0
{
float3 textureNormal = tex2D( NormalSampler, input.TexCoord ).xyz*2-1;
float3 normal = normalize( mul( textureNormal, input.TangentFrame ) );

const float ambient = 0.75f;
float diffuseFactor = 0.25f;

float diffuse = dot(normal, LightDirection.xyz );
float4 textureColor = tex2D( DiffuseSampler, input.TexCoord );

return textureColor * (ambient + diffuse * diffuseFactor);
}


Lets look at the result in pictures: Below you can see the albedo texture for frank’s shoes and the corresponding normal map.Â Next you can see the frank model with a simple lambert shader with and without normal map. You can clearly make out the additional detail the normal map adds to the model. 