Given a surface normal, the choice for a tangent vector is arbitrary for a
flat surface. You have the freedom to decide the direction of the tangent
vector. In your case, the tangent vector can be defined from the base point
of the normal to any arbitrary point on the polygon, this can be the
mid-point of an edge or even can be one of the vertices. The choice is
yours. Calculating the bitangent, then, is trivial. It is the result of the
cross product between the normal and tangent.

The technique would be:

1. Get the tangent (this is arbitrary - it could be an edge or a vector
between the mid-point of edges and the base of the normal etc.- any vector
 that lies on the surface meaning you just need two points on the surface,
does not matter where - this works only for flat surfaces which I assume
you already have.)
2. Cross the normal and the tangent to the bitangent.

You can find some reference here
<https://knowledge.autodesk.com/support/maya-lt/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/MayaLT/files/Appendix-A-Tangent-and-binormal-vectors-htm.html#mtc-english>

- Alok

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