Hi,
Which coordinate space would be a good way to do lighting calculations in?
Different graphics techniques have different requirements, like SSAO which is practical with view space calculations. Other algorithms such as normal mapping is great in tangent space.
For me personally, world space seems the most intuitive and logical.
My goal is to create a deferred renderer (normal, albedo, roughness, metalness, AO, emissive).
A secondary goal is to avoid performing basis change transformations for every pixel all through the pipeline, if possible.
I can accept that there might be no “correct” answer, so a discussion on benefits/drawbacks would also be really great.
Thanks!