GameDev.net Çѱ۹®¼­ ÇÁ·ÎÁ§Æ®

GameDev.netÀÇ Article ¸ñ·ÏÀ» ¹ø¿ªÇÑ °ÍÀÔ´Ï´Ù. ¸¸¾à °¢°¢ÀÇ ¹®¼­¿¡ ´ëÇÑ ÇÑ±Û ¹ø¿ªÀÌ Á¸ÀçÇÑ´Ù¸é Á¦°Ô ¾Ë·ÁÁÖ¼¼¿ä. ¹Ù·Î°¡±â ¸µÅ©¸¦ Á¦°øÇÏ°í ¹ø¿ªÇϽźÐÀÇ À̸§À» ¸í½ÃÇϰڽÀ´Ï´Ù. ¿ø¹®ÀÇ ¸ðµç ÀúÀÛ±ÇÀº GameDev.net¿¡ ÀÖ½À´Ï´Ù. ¿©·¯ºÐÀÇ ¸¹Àº Âü¿©¸¦ ¹Ù¶ø´Ï´Ù. °¨»çÇÕ´Ï´Ù.

Çѱ۹®¼­ ÇÁ·ÎÁ§Æ® °Ô½ÃÆÇ

¹ø¿ªÀÚ ½Å¿ë¿ì (www.gamesync.com.ne.kr)

±×·¡ÇȽº(Graphics)

ÀÌ ¼½¼Ç¿¡¼­´Â ±×·¡ÇÈ ÇÁ·Î±×·¡¹Ö°ú ±× µÚ¿¡ ¼û¾îÀÖ´Â ÀÌ·ÐÀû ¹è°æ¿¡ ´ëÇØ ´Ù·ì´Ï´Ù.

±×·¡ÇȽº¿¡ °üÇÑ ´õ ¸¹Àº Á¤º¸°¡ ÇÊ¿äÇϼ¼¿ä? ´ÙÀ½À» Âü°íÇϼ¼¿ä.

Àüü ¸®¼Ò½º : 181
¹Ù·Î°¡±â :
¾Ë°í¸®Áò°ú µ¥ÀÌÅÍ ±¸Á¶Ã¼
Åõ¸í È¿°ú
Denthor's AsphyxiaÀÇ ¿¹Á¦
µð´õ¸µ
±×·¡ÇȽº ÀϹÝ
Àº¸é Á¦°Å
±¤¿øÈ¿°ú¿Í ½¦À̵ù
Michael AbrashÀÇ °­ÁÂ
¹ß±¤È¿°ú(Radiosity)
Ramblings in Realtime
ÅØ½ºÃÄ ¸ÊÇÎ
lº¹¼¿
WWH Series
¾Ë°í¸®Áò°ú µ¥ÀÌÅÍ ±¸Á¶Ã¼
ÁÖÁ¦ ÀúÀÚ ¼³¸í
2Â÷¿ø Ç¥¸é º¯Çü(2D Surface Deformation)
[Added: 7/10/2000]
Max I. Fomitchev  Discusses the implementation of deformable surfaces for real-time 3D games that simulate realistic environments. 
Bicubic º£Áö¾î °î¸é »ìÆìº¸±â
[Added: 6/14/2000]
Mark A. DeLoura  Discusses the mathematics behind bicubic B?ier surfaces, analyzing three different tessellation algorithms and presenting the mathematical argument in favor of tessellation by central differencing. 
2Áø ÇÊÅ͸µ 101(Bilinear Filtering 101)
[Added: 8/23/1999]
Paul Nettle  Nettle responds to a newsgroup question concerning bilinear filtering. 
2Áø »ï°¢ Æ®¸®(Binary Triangle Trees)¿Í ÁöÇü ºÐÇÒ±â¹ý(Terrain Tessellation)
[Added: 10/19/1999]
Seumas McNally  Explains how to use bintri trees to resolve LOD issues. 
BSP Æ®¸® FAQ
[Added: 8/22/1999]
  Just what it says. Everything you ever wanted to know about BSP trees. Hasn't been updated in a while, but doesn't really need to be. 
ÀڽŸ¸ÀÇ ºÐÇÒ °î¸é(Subdivision Surfaces) ¸¸µé±â
[Added: 9/13/2000]
Aaron Lee  Examines the process of converting triangular meshes into subdivision surfaces. 
Convex Hull Simplification With Containment
[Added: 1/12/2001]
Stan Melax  Construction, simplification, and usage of polygonal convex hulls. 
º£Áö¾î ÆÐÄ¡¸¦ ÀÌ¿ëÇÑ °î¸é
[Added: 3/15/2000]
Gabe Kruger  A good introduction to something that is becoming more common in games. 
µÒ(DOOM) ½ºÅ¸ÀÏ BSP Æ®¸®
[Added: 8/22/1999]
Eddie Edwards  This article explains how BSP (binary space partitioning) trees can be used in a game such as DOOM as part of the rendering pipeline to perform back-face culling, partial Z-ordering and hidden surface removal.  
µðÁöÅÐ ÇÊÅ͸µÀÇ ±âÃÊ
[Added: 6/27/2000]
Ender Wiggen  Digital filtering produces dramatic special effects and can be used for many purposes. This article introduces you to several forms of filtering, and suggests ways in which it can be used in real time applications. 
±âÇÏ(Geometry) ¾Ë°í¸®Áò
[Added: 3/23/2002]
Dan Sunday  A great resource for any geometry related algorithms, particularly those useful in 3D graphics. 
°î¸é±âÇÏ(Curved Surface Geometry) ±¸ÇöÇϱâ
[Added: 6/2/2000]
Brian Sharp  Provides an implementation of scaled geometry to accomodate for the wide range of user hardware. 
ºÐÇÒ°î¸é(Subdivision Surface) ÀÌ·ÐÀ» ±¸ÇöÇϱâ
[Added: 6/3/2000]
Brian Sharp  Brian Sharp expands his introduction to subdivision surfaces with sample techniques for implementing the modified butterfly scheme in real-time development, complete with a demo. 
¼±±×¸®±â ¾Ë°í¸®Áò ¼³¸í
[Added: 1/7/2001]
Tom Ootjers  Explains how and why the Bresenham line algorithm works 
NURB °î¸é: Ãʺ¸ÀÚ(Uninitiated) °¡À̵å
[Added: 11/18/1999]
Philip J. Schneider  One of the best introductions to NURBS on the net, written by Apple. While toward the end it focuses on the QuickDraw3D implimentation of NURBS, it has considerable generic information about them as well. 
¿ÁÆ®¸®(Octree) ºÐÇÒ ±â¹ý
[Added: 10/7/1999]
Mike Kelleghan  A good introduction to using octrees to sort surfaces in 3-space. 
Æú¸®°ï Á¤·Ä
[Added: 8/25/1999]
Nathan Whitaker  Discusses several methods of sorting polygons. 
»ç°¢Æ®¸®(Quadtree)¿Í ¿ÁÆ®¸®(Octree) Á¦°Å(Culling)
[Added: 8/30/2001]
Henri Hakl  In this article a heuristic approach to quadtree and octree culling is described, that is both easy to understand and easy to implement, yet still delivers very satisfactory results. 
»ç°¢Æ®¸®(Quadtrees)
[Added: 2/9/2001]
Jonathan Ferraris  Explains the quadtree data structure and how it helps with scene management, as well as providing a sample implementation. 
½Ç½Ã°£ ¿ÀºêÁ§Æ® ¸ôÇÎ
[Added: 8/23/1999]
Jeroen Bouwens  This doc explains a technique to morph 3D objects in realtime as seen in quite a few demos. 
ÀÚÀ¯ ÇüÅ º¯Çü(free-from deformation)À» ÀÌ¿ëÇÑ ºÎµå·¯¿î ½Ç½Ã°£ ¿¡´Ï¸ÞÀ̼Ç
[Added: 3/24/2000]
Alex Ferrier  Introduces Bezier volumes for object morphing 
S ¹öÆÛ FAQ
[Added: 8/23/1999]
Paul Nettle  The facts on S-Buffers. 
ºÎÈ£ÀÖ´Â (Sign Based) Z ¹öÆÛ
[Added: 11/19/1999]
Jeff Weeks  Describes how to avoid clearing the z-buffer everyframe by alternating the signs of z values 
ºÐÇÒ°î¸é(Subdivision Surface) ÀÌ·Ð
[Added: 5/17/2000]
Brian Sharp  Explains several surface subdivision schemes, which can be used to implement scalable geometry. 
The Blobs Go Marching Two by Two
[Added: 5/24/2000]
Jeff Lander  Discusses using blobs to handle difficult organic modelling problems. 
¾îÇø®ÄÉÀ̼ǿ¡¼­ NURBS°î¸éÀÇ ½Ç½Ã°£ »ç¿ë
[Added: 3/2/2001]
Dean Macri  Discusses an alternative to polygonal models. 
Z ¹öÆÛ¸µ
[Added: 10/19/1999]
John De Goes  A great intro to a common VSD algorithm. 
Z ¹öÆÛ¸µ
[Added: 11/19/1999]
Tom Hammersley  A short and sweet explanation of z-buffering. 
 
Åõ¸í È¿°ú(Alpha Blending)
ÁÖÁ¦ ÀúÀÚ ¼³¸í
MMX¸¦ ÀÌ¿ëÇÑ 2D Åõ¸íÈ¿°ú
[Added: 9/1/2001]
Matthias Hofmann  Provides an improvement to a blending technique described in an earlier article. 
8 ºñÆ® À妽º Ä®¶ó¿¡¼­ÀÇ ¹ÝÅõ¸í(Translucency)
[Added: 7/5/2000]
Travis Bemann  Covers how to use 256 indexed color translucency. 
¾î¼Àºí¸®¸¦ ÀÌ¿ëÇÑ ºÎ°¡ÀûÀÎ(additive) Åõ¸íÈ¿°ú ·çƾ
[Added: 8/21/1999]
Jim Bellinger  This is example source code of an alpha blending routine in assembly. According to it's author, the code can easily be inserted into VC++, in fact, that's what you're supposed to do. 
MMX¸¦ ÀÌ¿ëÇÑ Åõ¸íÈ¿°ú
[Added: 10/21/1999]
John Hebert  Covers optimizing alpha belding by taking advantage of MMX. 
¸Å¿ì ºü¸¥ ¼ÒÇÁÆ®¿þ¾î ºí·£µù
[Added: 11/20/2001]
Kevin Gadd  Presents the author's method of performing fast alpha blending in software using a variation on lookup tables. 
¹ÝÅõ¸íÀ» À§ÇÑ CodeDemonÀÇ °¡À̵å
[Added: 12/22/1999]
Jesse Towner  Covers several methods of translucency, focusing on alpha blending. 
Æ®·ç Ä®¶ó ¼ÒÇÁÆ®¿þ¾î ºí·£µù
[Added: 9/14/1999]
Seumas McNally  Covers additive blending and alpha blending. 
 
Denthor's Asphyxia ÀÇ ¿¹Á¦
ÁÖÁ¦ ÀúÀÚ ¼³¸í
3Â÷¿ø ÀÔü(3d Solids)
[Added: 7/16/1999]
   
¿¡´Ï¸ÞÀ̼Ç
[Added: 7/16/1999]
   
¾î¼Àºí¸®, ±×¸®°í È­¿°(Fire) ÄÚµå
[Added: 7/16/1999]
   
3Â÷¿ø ÇÁ·Î±×·¡¹ÖÀÇ ±âÃÊ
[Added: 7/16/1999]
   
¿ø, ¼±
[Added: 7/16/1999]
   
Å©·Î½º ÆäÀ̵ù(Cross-Fadings)
[Added: 7/16/1999]
   
°üÀý(Glenzing), ºü¸¥ Æú¸®°ï(Fast Polys), etc
[Added: 7/16/1999]
   
Àº¸éÁ¦°Å(Hidden Surface Removal)
[Added: 7/16/1999]
   
Lookup Tables
[Added: 7/16/1999]
   
¸ðµå 13h
[Added: 7/16/1999]
   
¸ðµå X ½ºÅ©·Ñ
[Added: 7/16/1999]
   
ÆÄ·¹Æ® º¯°æ
[Added: 7/16/1999]
   
Çȼ¿ ¸ôÇÁ(Pixel Morphs)
[Added: 7/16/1999]
   
ÇöóÁ(Plasmas)
[Added: 7/16/1999]
   
ºñÆ®¸Ê È®´ë(Scaling Bitmaps)
[Added: 7/16/1999]
   
½ºÅ©·Ñ(Scrolling)
[Added: 7/16/1999]
   
Starfields
[Added: 7/16/1999]
   
ÅØ½ºÃÄ ¸ÊÇÎ(Texture Mapping)
[Added: 7/16/1999]
   
VGA ¸ðµåX
[Added: 7/16/1999]
   
°¡»ó È­¸é(Virtual Screens)
[Added: 7/16/1999]
   
 
µð´õ¸µ(Dithering)
ÁÖÁ¦ ÀúÀÚ ¼³¸í
8 ºñÆ® ±íÀ̱âÁØ µð´õ¸µ(deep b/w dither)
[Added: 7/16/1999]
   
°í±Þ µð´õ¸µ (Å×½ºÆ® µÇÁö ¾ÊÀº ³»¿ë)
[Added: 7/16/1999]
   
°í±Þ µð´õ¸µ (Å×½ºÆ® µÇÁö ¾ÊÀº ³»¿ë), 2Æí[Added: 7/16/1999]    
µð´õ¸µ ¼Ò½º(Dither Source)
[Added: 7/16/1999]
   
µð´õ¸µ (Floyd-Steinberg) ¼Ò½º
[Added: 7/16/1999]
   
Floyd-Steinberg Notes
[Added: 7/16/1999]
   
 
±×·¡ÇȽº ÀϹÝ(General)
ÁÖÁ¦ ÀúÀÚ ¼³¸í
3D ±âÃÊ
[Added: 8/23/1999]
Thierry Tremblay   
3D °ÔÀÓ¿£Áø : ³ÐÀº °üÁ¡¿¡¼­ »ìÆìº¸±â
[Added: 10/19/2000]
S?en Hannibal  Discusses taking your diverse knowledge and bringing it all together to create a complete game engine. 
°£´ÜÇÑ 3ÀÎĪ °üÁ¡ Ä«¸Þ¶ó
[Added: 11/13/2001]
Andrew Corrigan  Explains how a polar coordinate system can be used to implement a 3rd person camera. 
Advanced Image Panning
[Added: 2/26/2001]
Daniel Wilhelm  Discusses a method to pan images in any direction at any speed with wrap-around. 
°í±Þ ±¤¼±ÃßÀû(raycasting) ±â¹ý
[Added: 12/2/1999]
Andreas Christian Seidel  Describes an approach to raycasting that overcomes some of its shortcomings. 
3D ¿¡´Ï¸ÞÀÌ¼Ç ¿£Áø ±¸Á¶
[Added: 2/23/2000]
Scott Corley  Presents some guidelines to developing the C/C++ interface for your animation engine. 
±×·¡ÇȽº¿¡¼­ ´Ù½Ã ±×¸®±â(redraw)¸¦ ÇÇÇÏ´Â ¹æ¹ý
[Added: 11/18/1999]
Joshua Cantrell  Goes over a technique of avoiding overlap/redraw when drawing graphics. This method requires that images are drawn in the order of visible to hidden.  
¼±±×¸®±â ±âÃÊ ¾Ë°í¸®Áò
[Added: 7/16/1999]
Amod Karve   
¸Þ½Ã¾Æ ij¸¯ÅÍ ¿¡´Ï¸ÞÀÌ¼Ç ½Ã½ºÅÛÀÇ µÞÀ̾߱â
[Added: 6/7/2000]
Michael 'Saxs' Persson  Presents some real-world problems, solutions, and nuggets of wisdom learned in the development of Messiah. 
Benefits of A Micro-programmable Graphics Architecture
[Added: 2/16/2001]
Dominic Mallinson  Examines the benefits of a micro-programmable graphics architecture and considers the graphics pipeline and where hardware and software techniques can be applied. 
ºñÆ®¸Ê ȸÀü
[Added: 10/19/1999]
Mike Morton  A series of newsgroup postings where it is explained how to rotate a bitmap. 
BresenhamÀÇ ¼±, ¿ø ¾Ë°í¸®Áò
[Added: 10/7/1999]
Mark Feldman  A great description of these scan conversion techniques. 
ÄÄÆÄÀÏµÈ ºñÆ®¸Ê
[Added: 10/19/1999]
John Amato  Covers creating transparent bitmaps by making them part of your code. 
3Â÷¿ø °ÔÀÓ ¸¸µé±â : 3Â÷¿ø ±âÃÊ
[Added: 10/14/1999]
John De Goes  Covers 3D clipping, rotations, perspective view, Z-sorting, and Z-buffering. 
3D °³¹ßÀ» À§ÇÑ AppWizard Á¦ÀÛ
[Added: 2/17/2002]
Kim Pallister  Shows you how to create a custom Microsoft Visual C++ AppWizard for 3D application development. 
3D Studio MAX¿¡¼­ Á¡ÁøÀû ¿ÀºêÁ§Æ®(procedural objects) ¸¸µé±â
[Added: 6/7/2000]
Gurjeet Sidhu  A procedural object is created by an algorithm that takes a set of parameters that define the object and produces the object representation from that set. This article explains how to write a plug-in to create procedural objects in 3D Studio MAX. 
Ǫ¸¥ µå·¹½º¸¦ ÀÔÀº ¾Ç¸¶ : ½Ç½Ã°£ õ(cloth) ¿¡´Ï¸ÞÀ̼Ç
[Added: 5/17/2000]
Jeff Lander  A look at simulating cloth in real time. 
3Â÷¿ø ÀÔ¹®
[Added: 12/20/1999]
Jeff Weeks  A basic introduction to rotation, translation, and projection. 
È­¿°È¿°ú ±¸Çö¹æ¹ý(Fire How To)
[Added: 1/15/2001]
Vaelek  Another explanation of fire using palette animation. 
È­¿°È¿°ú ¿¹Á¦
[Added: 1/15/2001]
Phil Carlisle  Describes a fire technique using palette animation. 
¾ó±¼¿¡´Ï¸ÞÀ̼ÇÀ» À§ÇÑ ¾È¸é±ÙÀ° ¿òÁ÷À̱â
[Added: 5/17/2000]
Jeff Lander  Jeff continues his examination of facial animation techniques by investigating how to construct and manipulate meshes. 
Four Tricks for Fast Blurring in Software and Hardware
[Added: 2/16/2001]
Alex Evans  Presents a few tricks which can help make real-time blurring possible, and hopefully will provide enough material to inspire you to invent your own hybrid techniques. 
±×·¡ÇÈ ÇÁ·Î±×·¡¹Ö ºí·¢ºÏ(black book)
[Added: 2/17/2002]
Michael Abrash  Michael Abrash's legendary book, now available online for free. 
3Â÷¿ø ±×·¡ÇȽº ÇÁ·Î±×·¡¹Ö, 1Æí
[Added: 10/19/1999]
Chris Hargrove  Covers the basics of 3D math, the Cartesian coordninate system, and perspective projections. 
3Â÷¿ø ±×·¡ÇȽº ÇÁ·Î±×·¡¹Ö, 2Æí
[Added: 10/19/1999]
Chris Hargrove  Part 2 covers rotations in 2D and 3D 
3Â÷¿ø ±×·¡ÇȽº ÇÁ·Î±×·¡¹Ö, 3Æí
[Added: 10/19/1999]
Chris Hargrove  Discusses the all-important normal. 
3Â÷¿ø ±×·¡ÇȽº ÇÁ·Î±×·¡¹Ö, 4Æí
[Added: 10/19/1999]
Chris Hargrove  Begins the discussion of polygon fillers with flat and Lambert lighting. 
3Â÷¿ø ±×·¡ÇȽº ÇÁ·Î±×·¡¹Ö, 5Æí
[Added: 10/19/1999]
Chris Hargrove  The last article in this never-finished series covers BSP trees. 
ÀÔ¼úÀ» Àбâ : ¾ó±¼(facial) ¿¡´Ï¸ÞÀÌ¼Ç ±â¹ý
[Added: 5/17/2000]
Jeff Lander  This article covers the basics of rendering facial animations in real time. 
½Ç½Ã°£ ·£´õ¸µ, 6Àå : Ư¼öÈ¿°ú
[Added: 2/24/2000]
Tomas M?ler and Eric Haines  An excerpt from an essential resource for all graphics programmers. 
½Ç½Ã°£ Çȼ¿ Æ÷¸Ë º¯È¯
[Added: 3/2/2000]
Michal Bacik  Creates a class to handle general purpose pixel conversion. 
ÅØ½ºÃÄ ¸ÊÇÎ
[Added: 7/16/1999]
Sean Barret  From the PC-GPE 
»ç°¢°î¸é(Quadratic Curves), ¿ø(Circles), Ÿ¿ø(Ellipses)¿¡ ´ëÇÑ FAQ
[Added: 7/29/1999]
hexapod@netcom.com  An FAQ on curves, ellipses, and circles the quadratic way. 
3D ±×·¡ÇȽºÀÇ ¼¼°è, 1Æí : ¼Ò°³
[Added: 6/26/2001]
David Bull  This new series will provide a complete introduction to 3D concepts. Part 1 introduces the series, and starts off by explaining coordinate systems. 
3D ±×·¡ÇȽºÀÇ ¼¼°è, 2Æí : º¤ÅÍ¿Í Æò¸é
[Added: 7/26/2001]
David Bull  The second installment in this series provides a basic introduction to vectors and planes and how to work with them. 
3D¿¡ ´ëÇÑ °íÂû - 1Æí
[Added: 3/30/2000]
Jonathan Tanner  This series introduces the reader to non-API specific 3D graphics. To kick things off, coordinate systems and primitives are explained. 
 
Àº¸é Á¦°Å(Hidden Surface Removal)
ÁÖÁ¦ ÀúÀÚ ¼³¸í
3D Èĸé Á¦°Å(Backface Culling)
[Added: 7/5/2000]
Jeff Weeks  Explains what backface culling is and why it's used. 
°£´ÜÇÑ Èĸé Á¦°Å(Backface Culling) ±â¹ý
[Added: 3/24/2000]
Osnat Levi, Ronen Zohar, Haim Barad, Alex Klimovitski  Introduces a method of front-end culling for improved performance. 
2Áø °ø°£ºÐÇÒ Æ®¸®(Binary Space Partitioning Trees)¿Í 3Â÷¿ø ·£´õ¸µ¿¡¼­ÀÇ ½Ç½Ã°£ Æú¸®°ï Á¦°Å(polygon removal) ±â¹ý
[Added: 2/16/2002]
Samuel Ranta-Eskola  This article documents the author's work developing a BSP-tree engine with physics, radiosity and network optimization. 
Geometry Culling in 3D Engines
[Added: 10/9/2000]
Pietari Laurila  Takes a look at all the major visibility culling algorithms in use today, including view frustum, occlusion, and contribution culling.  
Occlusion Culling Algorithms
[Added: 7/10/2000]
Tomas M?ler and Eric Haines  From Chapter 7 of Real Time Rendering, this discusses the class of acceleration schemes known as the occlusion culling techniques. 
ÄùÀÌÅ©(Quake)¿¡¼­ »ç¿ëÇÑ Àº¸éÁ¦°Å
[Added: 8/22/1999]
Derek Nickel  Covers how Michael Abrash handled hidden surfaces in the original Quake. 
 
±¤¿øÈ¿°ú¿Í ½¦À̵ù
ÁÖÁ¦ ÀúÀÚ ¼³¸í
¼¿ ½¦À̵ù(Cel-Shading)
[Added: 7/13/2001]
Sami Hamlaoui  Provides an introduction to cel-shading, a technique for creating cartoon-like images using conventional 3D methods. 
ºü¸¥ Æþ ½¦À̵ù(Phong Shading) (OTMPHONG.DOC)
[Added: 7/16/1999]
   
ºü¸¥ Æþ ½¦À̵ù(Phong Shading by Gary Bishop)
[Added: 7/16/1999]
   
°í¶ó¿ìµå(Gouraud)
[Added: 7/16/1999]
   
°í¶ó¿ìµå(Gouraud) ½¦À̵ùÀ» ÀÌ¿ëÇÑ Æú¸®°ï
[Added: 7/16/1999]
   
±¤¿ø¿¡ ±âÃÊÇÑ ºÐÇÒ(Tessellation)
[Added: 10/11/2001]
Jeff Andrews  Light Based Tessellation technology is used for adding enhanced lighting effects to three-dimensional objects. Current lighting algorithms operate only on each vertex of a polygon in order to create lighting effects. By tessellating (breaking up) a polygon, more vertices will be created with which the lighting algorithms can work, thus producing better lighting effects. 
Phong Illumination Explained
[Added: 8/23/1999]
Paul Nettle  Nettle explains Phong illumination in this article. (not phong shading) 
Phong Lighting and Specular Highlights
[Added: 7/16/1999]
   
Texture Shading by Tom Hammersley
[Added: 7/16/1999]
   
 
Michael AbrashÀÇ ¹®¼­
ÁÖÁ¦ ÀúÀÚ ¼³¸í
256Ä®¶ó VGA ¿¡´Ï¸ÞÀ̼Ç
[Added: 7/16/1999]
   
3Â÷¿ø ¿¡´Ï¸ÞÀ̼Ç
[Added: 7/16/1999]
   
80x86 ÃÖÀûÈ­
[Added: 7/16/1999]
   
Catching up (various topics re-examined)
[Added: 7/16/1999]
   
256 Ä®¶ó¸ðµå¿¡¼­ÀÇ Ä®¶ó¸ðµ¨
[Added: 7/16/1999]
   
ºü¸¥ 3Â÷¿ø ¿¡´Ï¸ÞÀÌ¼Ç : Meet X-Sharp
[Added: 7/16/1999]
   
ºü¸¥ ¾ÈƼ¾Ë¸®¾Æ½Ì(Antialiasing)
[Added: 7/16/1999]
   
Fast Convex Polygons
[Added: 7/16/1999]
   
ºü¸¥ ÅØ½ºÃÄ ¸ÊÇÎ
[Added: 7/16/1999]
   
Further ruminations of the Edsun CEG/DAC
[Added: 7/16/1999]
   
¸ðµå X: 256Ä®¶ór VGAÀÇ ¸¶¼ú
[Added: 7/16/1999]
   
More 3-d Animation
[Added: 7/16/1999]
   
More on Bresenhams run-length slice algorithm
[Added: 7/16/1999]
   
More on Texture Mapping
[Added: 7/16/1999]
   
More undocumented 256-color VGA Magic
[Added: 7/16/1999]
   
À̵¿, ´õºü¸¥ ¼±±×¸®±â, ÆäÀÌÁö Àüȯ(page flipping)
[Added: 7/16/1999]
   
Raw Speed and More (X-Sharp 3-D Prog)
[Added: 7/16/1999]
   
The Polygon Primeval
[Added: 7/16/1999]
   
The Sierra Hicolor DAC
[Added: 7/16/1999]
   
º¹ÀâÇÑ Æú¸®°ïÀÇ ´Ü¼øÈ­
[Added: 7/16/1999]
   
The Virtues of inexpensive approximation
[Added: 7/16/1999]
   
 
¹ß±¤È¿°ú(Radiosity)
ÁÖÁ¦ ÀúÀÚ ¼³¸í
Radiosity in English
[Added: 8/22/1999]
Paul Nettle  In this article, Paul Nettle describes radiosity in an easy to understand way. 
Radiosity in English II: Form Factor Calculation
[Added: 8/22/1999]
Paul Nettle  This is the second part of Paul Nettle's Radiosity in English Series. 
¹ß±¤È¿°ú ¹æ¹ý(Radiosity Methods)
[Added: 12/2/1999]
Hin Jang  A good and somewhat technical introduction to radiosity. 
½Ç½Ã°£ ¹ß±¤È¿°ú
[Added: 2/19/2000]
Nathan Vegdahl  Presents a method of attaining realistic lighting in games using radiosity. 
½Ç½Ã°£ ¹ß±¤È¿°ú, 2ºÎ
[Added: 7/5/2000]
Nathan Vegdahl  This follow-up to the original article gets into the actual method, explaining radiosity mapping, dynamic light source radiosity, and dynamic object to static object radiosity.  
 
Ramblings in Realtime
ÁÖÁ¦ ÀúÀÚ ¼³¸í
1Àå: ÄùÀÌÅ©(Quake)ÀÇ ³»ºÎ: Ç¥¸é °¡½Ãµµ °Ë»ç(Visible-Surface Determination)
[Added: 4/24/2000]
Michael Abrash  Reprints of Abrash's Quake articles, originally posted by Blue's News
2Àå: ´ë¾ÈÀ» °í·ÁÇÏ´Ù - ÄùÀÌÅ©(Quake)ÀÇ Àº¸é Á¦°Å(Hidden Surface Removal)
[Added: 4/24/2000]
Michael Abrash  Reprints of Abrash's Quake articles, originally posted by Blue's News
3Àå: Sorted Spans in Action
[Added: 4/24/2000]
Michael Abrash  Reprints of Abrash's Quake articles, originally posted by Blue's News
4Àå: ÄùÀÌÅ©(Quake)ÀÇ ±¤¿ø¸ðµ¨ - Ç¥¸é ij½Ì(Surface Caching)
[Added: 4/24/2000]
Michael Abrash  Reprints of Abrash's Quake articles, originally posted by Blue's News
5Àå: Ç¥¸é ij½Ì ºÐ¼® - ÄùÀÌÅ©(Quake) »ï°¢Æú¸®°ï ¸ðµ¨(Quake's Triangle Models and More)
[Added: 4/24/2000]
Michael Abrash  Reprints of Abrash's Quake articles, originally posted by Blue's News
6Àå: ÄùÀÌÅ©(Quake) 3D ¿£Áø - Å« ±×¸²(The Big Picture)
[Added: 4/24/2000]
Michael Abrash  Reprints of Abrash's Quake articles, originally posted by Blue's News
PDF ¹®¼­
[Added: 4/24/2000]
Michael Abrash  Adobe Acrobat version of the series. 
Çã°¡, ÀúÀÚ ³ëÆ®
[Added: 4/24/2000]
Michael Abrash  Redistribution agreement and credits 
 
ÅØ½ºÃÄ ¸ÊÇÎ(Texture Mapping)
ÁÖÁ¦ ÀúÀÚ ¼³¸í
2D ¹üÇÁ ¸ÊÇÎ
[Added: 7/16/1999]
   
ÅØ½ºÃÄ ¸ÊÇÎ ±â¹ý
[Added: 7/5/2000]
Joshua Cantrell  General Information about a way to implement perspective projection texture mapping. It may not be standard, but it shows the derivation of the formulae involved. 
2D, 3D º¤ÅÍ¿Í ÅØ½ºÃÄ ¸ÊÇÎ ¿¹Á¦
[Added: 7/16/1999]
   
ÅØ½ºÃÄ ¸ÊÇαâ¹ý Àû¿ëÇϱâ
[Added: 7/5/2000]
Joshua Cantrel  General Information about a way to implement texture mapping. This uses the formula derived in the first article and describes a way to put this into code. 
ÅØ½ºÃÄ ¸ÊÀÇ 2Áø ÇÊÅ͸µ(Bilinear Interpolation)
[Added: 10/19/1999]
Tom Hammersley  Focuses on bilinear filtering, and touches on trilinear filtering and mip-mapping. 
Constant Slope Texture Mapping
[Added: 7/16/1999]
John McCarthy  Documentation and source for a DOS-based texture mapping routine. 
ȯ°æ ¸ÊÇÎ(Environment Mapping)
[Added: 10/14/1999]
Tom Hammersley  Describes how to make objects in your game reflect the environment around them. 
ÀÚÀ¯¹æÇâ(free direction) ÅؽºÃÄ ¸ÊÇÎ
[Added: 1/11/2001]
Hannu Helminen  A very introductory texture mapping tutorial. 
ÅØ½ºÃÄ Çà·ÄÀ» ÀÌ¿ëÇÑ È¯°æ¸ÊÇÎ(Environment Mapping) Çϵå¿þ¾î °¡¼Ó
[Added: 8/16/2000]
Rob Wyatt  The title pretty much sums it up. 
ÁßÁ¡(Midpoint) ÅØ½ºÃÄ ¸ÊÇÎ
[Added: 7/16/1999]
  Incomplete article that describes the mid-point filtering method. 
´ÙÀÌ·ºÆ®3DÀÇ ¹Ó¸Ê(Mip-Mapping)
[Added: 11/9/2000]
Johnathan Skinner  This article explains what mip-maps are, how to create them, and how to use them in Direct3D. 
Perspective Corrected Texture Mapping
[Added: 7/16/1999]
   
Perspective Corrected Texture Mapping
[Added: 7/16/1999]
   
Perspective Texture Mapper (source)
[Added: 7/16/1999]
   
Real-Time Procedural Texturing Techniques Using MMX
[Added: 11/18/1999]
Barad, Atkins, Gerlitz & Goehring  This article focuses on procedural texture mapping. This style of texture mapping is used in raycasters and excels in simulating organic textures. Among this, there are a number of other advantages as discussed in the aritcle. 
Refractive Texture Mapping, Part One
[Added: 11/16/2000]
Gustavo Oliveira  Investigates the use of sphere mapping to simulate curved-surface reflections. 
Refractive Texture Mapping, Part Two
[Added: 11/28/2000]
Gustavo Oliveira  Looks at how refractive texture mapping can be implemented to simulate refractions. 
Rendering to Texture Surfaces Using DirectX 7
[Added: 3/2/2001]
Kim Pallister  Explains using this technique and applying it to dynamic environment maps and soft shadows. 
Run Time Mip-Map Filtering
[Added: 2/23/2000]
Andrew Flavell  An introduction to using mip-maps to overcome aliasing in texture mapping. 
Texture Mapped Polygons
[Added: 7/16/1999]
   
Texture Mapping
[Added: 8/25/1999]
Thierry Tremblay   
Texture Mapping (Walls only)
[Added: 7/16/1999]
PeyloW   
Texture Mapping : A new tool for molecular graphic
[Added: 7/16/1999]
   
Texture Mapping Mania
[Added: 11/18/1999]
André LaMothe  Introduces the reader to affine texture mapping 
Texture Mapping Polygons in Perspective
[Added: 7/16/1999]
   
Texture Potential Mapping
[Added: 7/16/1999]
   
The Power of the High Pass Filter
[Added: 5/31/2001]
Peter Hajba  Offers some solutions to texture tiling problems using incredibly handy little filter that most people seem to ignore - the High Pass filter. 
'Ups and Downs' of Bump Mapping with DirectX 6
[Added: 3/15/2000]
Kim Pallister  Serves as an introduction to the DirectX version of bump mapping. 
 
º¹¼¿(Voxels)
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Voxel Engine
[Added: 8/22/1999]
Tim Clarke  Newsgroup posting that discusses how to do a voxel engine. 
 
WWH Series
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WWH - 3D Clipping to an arbitrary FOV with 3x3 or 4x4 Matrices
[Added: 8/23/1999]
Paul Nettle  This WWH describes a 3D Clipper that results in convex n-gons. 
WWH - Calculating a Rotation Matrix Based on Location/Target
[Added: 8/23/1999]
Paul Nettle  The purpose here is to describe how to obtain a proper matrix given a location and a target (or a vector), and an amount of roll. This document also emulates the specific nature of 3DS cameras, when it comes to the degenerate case. 
WWH - Properly Reordering Face Vertex Indices (y/z swap)
[Added: 8/23/1999]
Paul Nettle  The purpose of this WWH is to explain how to properly re-order the face indices of triangular polygon patches when the Y/Z is swapped. 
WWH - Rendering Convex N-Gons
[Added: 8/23/1999]
Paul Nettle  Requires basic understanding of (triangular) polygon rendering and scan conversion. 
WWH - Sub-pixel Accuracy
[Added: 8/23/1999]
Paul Nettle  This WWH describes sub-pixel accuracy. The purpose of a WWH is to expand one's knowledge on a topic they already understand, but need a reference, a refresher course, or to simply extend what they already know about the topic. 
WWH - Sub-texel Accuracy
[Added: 8/23/1999]
Paul Nettle  This article describes sub-texel accuracy. This document relies on the fact that you have already read WWH1 (sub-pixel accuracy) as they are interrelated, and especially since you can't achieve sub-texel accuracy without first achieving sub-pixel accuracy.  
 
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