|
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. 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 ÀÏ¹Ý Àº¸é Á¦°Å ±¤¿øÈ¿°ú¿Í ½¦À̵ù Michael AbrashÀÇ °Á 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¯ ÇüÅÂ
º¯Çü(free-from deformation)À» ÀÌ¿ëÇÑ ºÎµå·¯¿î ½Ç½Ã°£ ¿¡´Ï¸ÞÀÌ¼Ç [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¸ÞÀÌ¼Ç [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 ȸé(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¸ÞÀ̼Ç
¿£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. | ||
| ÄÄÆÄÀϵÈ
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¸ÞÀÌ¼Ç [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¸ÞÀÌ¼Ç [Added: 7/16/1999] |
||||
| 3Â÷¿ø
¿¡´Ï¸ÞÀÌ¼Ç [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) ÅØ½ºÃÄ ¸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) | ||||
| ÁÖÁ¦ | ÀúÀÚ | ¼³¸í | ||
| Voxel
Engine [Added: 8/22/1999] |
Tim Clarke | Newsgroup posting that discusses how to do a voxel engine. | ||
| WWH Series | ||||
| ÁÖÁ¦ | ÀúÀÚ | ¼³¸í | ||
| 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. | ||
= HTML ¿©±â¿¡ ÀÖ´Â HTML¹®¼
,
= ´Ù¸¥ Àå¼Ò¿¡ ÀÖ´Â HTML¹®¼
=
´Ù¸¥ ȨÆäÀÌÁö
= ¾Æµµºñ ¾ÆÅ©·Îºª ¹®¼
= ZipÆÄÀÏ
= ¿öµå¹®¼ ¶Ç´Â ÅØ½ºÆ® ¹®¼