How to get Texture Space Normal?

Is it old fashion to talk about per-pixel lighting now? Anyway, I got a problem .Hope you can help me.
The Texture Space Normal is the key of per-pixel lighting.To get N/T/B in texture space of every vertex, I need use every triangle’s vertex, and tex-coords of bump texture. But who can tell me what “(E0.x,E0,u,E0.v)X(E1.x,E1.u,E1.v)” mean on GDC2K -per-pixel lighting presentation ? Will you introduce more papers about the principle of that?
Thanks very much!

X = crossproduct
u,v = texture coordinates (eqivilant in vertices are x,y ie no z==the normal which is what the crossproduct will give)