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Quesion on TBN Matrix generation

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hi math experts, i have a question and i need deep understanding of normal map TBN matrix generation formula. I see from lots of tutorials such as in learnopengl.com or in ogldev https://learnopengl.com/#!Advanced-Lighting/Normal-Mapping http://ogldev.atspace.co.uk/www/tutorial26/tutorial26.html that the formula goes something like this. E1=ΔU1T+ΔV1B E2=ΔU2T+ΔV2B U1, U2, V1, V2 are texture coordinates T and B are Tangent and Bitangent vectors >> But i just dont understand how the above formula was created and why is the formula like that? I understand we need to get two vectors that is why the difference of U and V vectors are computed to form a vector, but i dont understand why it needs to be dot products to T and added to difference of V vectors and dot product to B. in summary, i dont fully understand the formula itself.. I need elementary explanation please

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