Binormal
From Tech Artists Wiki
A binormal or bitangent is a vector perpendicular to the plane defined by the normal and tangent of a vertex. Alternatively, it can correspond to the U or V "grain" from one vert to a neighboring vertex.
A common use of binormals is with lighting, such as the transformation of a normal map into different coordinate systems.
The effect of a binormal can clearly be seen with anisotropic specular highlights. Anisotropic highlights use the tangent (or sometimes the binormal) to calculate specular, instead of the normal. The result is a specular that goes 'across' the mesh instead of having a circular spot highlight. If the binormal, instead of the tangent, were used to calculate highlights the highlight would be going vertically.
Categories: Shaders | Math | Rendering

