Advanced Rendering Technics
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ADO Events Model ExampleADO Programming with Visual CppADO°øºÎÇϱâASE Loader ¸¸µé±âAdvanced Interface Programming › Advanced Rendering Technics
Contents:
1 °³¿ä
2 °ü·Ã¼­Àû
3 Áֿ丵ũ
4 ºôº¸µù
5 ´ë¸®¼® ¹Ù´ÚÀÇ ¹Ý»ç ( ½ºÅÙ½ÇÀÇ Àû¿ë )
6 Sky Box ¸¸µé±â
7 NPR ( None Photo Realistic Rendering )
7.1 Cartoon Rendering
8 ´Ù¿î·Îµå
9 °ü·Ã¸µÅ©


1 °³¿ä #


±âº»ÀûÀÎ ·»´õ¸µ ±â¹ý À̿ܿ¡ Á» ´õ °í±Þ ·»´õ¸µ ±â¹ý¿¡ ´ëÇÏ¿© °øºÎÇÑ´Ù.


2 °ü·Ã¼­Àû #



3 Áֿ丵ũ #


  • [http]3DStudy.net
    • NPR ( None Photo Realistic Rendering ) ¿Í °ü·ÃµÈ ÀڷḦ ãÀ» ¼ö ÀÖÀ½


4 ºôº¸µù #


  • DirectX 9.0 SDK ÀÇ Billboard »ùÇÃ Âü°í
  • [http]ºôº¸µù ( Billboarding )
    • Flipcode¿¡ ÀÖ´Â ºôº¸µù¿¡ °üÇÑ Æ©Å丮¾óÀ» ¹ø¿ªÇÑ °Í.


5 ´ë¸®¼® ¹Ù´ÚÀÇ ¹Ý»ç ( ½ºÅÙ½ÇÀÇ Àû¿ë ) #


  1. Ä®¶ó¹öÆÛ¸¦ ¾²Áö ¸øÇϵµ·Ï ¼³Á¤
  2. ½ºÅÙ½Ç ¹öÆÛ´Â Ç×»ó °ªÀÌ 1 ·Î ¾²¿©Áö°Ô ¼¼ÆÃ
  3. ¹Ù´ÚÀ» ·»·¯ ( ½ºÅÙ½Ç ¹öÆÛ¿¡ ¸¶·ç¹Ù´Ú ¹üÀ§¸¸ 1·Î ¼¼ÆÃ )
  4. ¿É¼Ç ÇØÁ¦
  5. ¹Ù´Ú¿¡ ·»´õ¸µµÉ ¹°Ã¼ÀÇ ¹Ý»ç¸¦ ·»´õ¸µ - ·»´õ¸µ½Ã ½ºÅÙ½ÇÀÇ ºñ±³¸¦ 1ÀÇ °ª°ú ºñ±³Çؼ­ ±× °ªÀÌ ÀÖ´Â ºÎºÐ¸¸ ·»´õ¸µ
  6. ¹Ù´ÚÀ» ¾ËÆÄºí·»µù
  7. ¿ÀºêÁ§Æ® ·»´õ¸µ


6 Sky Box ¸¸µé±â #


  1. À°¸éü Á¤Á¡ ±¸Á¶ ¸¸µé±â
    1  struct SkyVertex
    2  {
    3      D3DXVECTOR3 p;
    4      D3DXVECTOR2 t;
    5  }
    
  2. »çÀÌÁî°¡ Àû´çÈ÷ Ä¿¾ß ÇÑ´Ù.
  3. Ä«¸Þ¶ó¿Í °°ÀÌ À̵¿ÇÑ´Ù.
    • Ä«¸Þ¶óÀÇ Çà·Ä¿¡¼­ _41, _42, _43 ( x, y, z ) ¿Í Sky Box ÀÇ À§Ä¡¸¦ ÀÏÄ¡ ½ÃŲ´Ù.
  4. ·»´õ¸µ
    • Z-Buffer + Alpha Off --> Rendering --> Z-Buffer + Alpha On : È­¸é Clear È¿°ú
  5. ÅØ½ºÃÄ Ã³¸®
    • CLAMP ¿É¼Ç ¼³Á¤Çϰųª ÅØ½ºÃÄ ÁÂÇ¥( 0.01 ~ 0.99 ) ó¸®
  6. ±¸¸§
    • Sky Box º¸´Ù Å« ÅØ½ºÃĸ¦ ÀÌ¿ëÇÏ¿© ÅØ½ºÃÄ ÁÂÇ¥¸¦ À̵¿Çϰųª ÅØ½ºÃÄ ½ºÇÁ¶óÀÌÆ®¸¦ ¹«ÀÛÀ§ ( À§Ä¡, ȸÀü ) ·Î ¼³Á¤


7 NPR ( None Photo Realistic Rendering ) #


3D ¸¦ 2D ó·³ º¸ÀÌ°Ô ·»´õ¸µ, ¹ßÀü´Ü°è¿¡ ÀÖÀ¸¸ç ´Ù¾çÇÑ ±â¹ýÀÌ ÀÖ´Ù. Direct3D, OpenGL ¿¡ µû¶ó ´Ù¸£°Ô ±¸Çö

  • Cartoon Rendering
    • »ç¿ëÇϴµ¥ ºÎ´ãÀÌ Àû´Ù. ÇöÀç ¸¹ÀÌ »ç¿ëÇÑ´Ù.
  • ½ºÄÉÄ¡, ¼ö¹¬È­, À¯È­
    • ±â¹ý °³¹ßÀÌ ½ÃµµµÇ°í ÀÖÀ½( Á¤ÇüÈ­µÈ ¾Ë°í¸®Áò ¾øÀ½ ), Çȼ¿ ½¦ÀÌ´õ ÀÌ¿ë

7.1 Cartoon Rendering #


  • 1 Â÷¿ø ÅØ½ºÃĸ¦ ÀÌ¿ëÇÑ ½¦À̵ù
    • ÅØ½ºÃÄ
  • +----------+----------+----------+
    |   »¡°­    |   ³ë¶û    |   ÆÄ¶û    | ( º¸Åë 3 ´Ü°è·Î ±¸¼º )
    +----------+----------+----------+
    
    • ´Ü°è°¡ ³Ê¹« ¸¹À¸¸é ½Ç»ç·Î º¸ÀÏ ¼ö ÀÖ´Ù.
    • ±¤¿ø°ú ¸éÀÇ ¹ý¼±ÀÇ ³»ÀûÀ» ÀÌ¿ëÇÏ¿© °è»ê
    • ¹ý¼±º¤ÅÍ ( -1 ~ 1 ) À» ÅØ½ºÃÄ ÁÂÇ¥ ( 0 ~1 ) À¸·Î ¸ÊÇνÃŲ´Ù.
    • °è»ê¹æ¹ý : ÅØ½ºÃÄÁÂÇ¥ = ¹ý¼± * 0.5 + 0.5

  • OpenGL ±¸Çö
    1. µÞ¸éÀ» ¶óÀÎÀ¸·Î ·»´õ¸µ ( Line µÎ²²¸¦ µÎ²®°Ô )
    2. ¾Õ¸éÀ» Á¤»óÀûÀ¸·Î ·»´õ¸µ

  • Direct3D ±¸Çö
    1. µÞ¸éÀ» ½ºÄÉÀÏÀ» Å©°ÔÇØ¼­ °ËÀº»öÀ¸·Î ±×¸°´Ù. ( Scale °ª : 1.1 ~ 1.2 )
    2. ¾Õ¸éÀ» Á¤»óÀûÀ¸·Î ·»´õ¸µ

  • ¶óÀÎ ¸®½ºÆ®¸¦ °¡Áö´Â ¹æ¹ý
    • »ï°¢Çü Á¤º¸¿¡ ´ÙÀ½°ú °°Àº Á¤º¸°¡ ÇÊ¿äÇÏ´Ù.
      • ½ÃÀÛÁ¡°ú ³¡Á¡ ( 3°³¾¿ )
      • ÀÎÁ¢ »ï°¢Çü À妽º Á¤º¸

  • Cube ¸ÊÀ» ÀÌ¿ëÇÑ ¹æ¹ý
    • ÇöÀç ¿Ü±¹ °³¹ßÀڵ鿡 ÀÇÇÏ¿© »ç¿ëÇϰí ÀÖÀ½

Âü°í>

8 Shadow Rendering #


9 GPU ÀÇ Cache ÀÌ¿ëÇϱâ #


  • ij½¬¿¡¼­ »ç¿ë °¡´ÉÇÑ µ¥ÀÌŸ ±¸Á¶
    • Á¤Á¡ + À妽º ±¸Á¶
    • Á¤Á¡ ( Strip ) ±¸Á¶
  • Cache Å©±â
    • Geforce 1,2 - 16, Geforce 3 ÀÌ»ó - 24
    • nVIDIA ÀÇ [http]NvTriStrip Library ¼Ò½º¿¡¼­ ´ë·«ÀûÀ¸·Î È®ÀÎ °¡´É


10 ·»Áî Ç÷¹¾î #


  • ¾ËÆÄ 󸮰¡ Áß¿ä
    • ¾ËÆÄ 󸮿¡ ´ëÇÑ Áö½Ä ÇÊ¿ä
  • 2D ÀûÀÎ ¹®Á¦¸¦ 3D Sprite W, RHZW·Î ÇØ°á
  • »ç¿ëÇÏ´Â ÅØ½ºÃÄ - °í¸®, 6°¢Çü, 8°¢Çü µî ÃÖ¼Ò 3°³ ÀÌ»ó
    • È­¸é¿¡ Ç¥ÇöÇҽà ũ±â¿Í ÅØ½ºÃÄ ID ¸¦ ¹«ÀÛÀ§·Î °ü¸®Çϸé Á» ´õ ÁÁÀº È¿°ú¸¦ ÁÙ ¼ö ÀÖ´Ù.
  • ·»´õ¸µÀº Àå¸é ·»´õ¸µ½Ã Á¦ÀÏ ¸¶Áö¸·¿¡ ó¸®ÇÑ´Ù.
  • Àå¾Ö¹°ÀÌ ÀÖÀ¸¸é Á¤µµ¸¦ ÆÄ¾ÇÇÏ¿© ¹à±â¸¦ Á¶ÀýÇÑ´Ù.
    • ÃÖ±Ù¿¡´Â È­¸é Àüü¸¦ ¹à°ÔÇϰųª ¾îµÓ°Ô Á¶ÀýÇÑ´Ù. ( µ¨Å¸Æ÷½º 3 ¿Í °°Àº °ÔÀÓ¿¡¼­ »ç¿ë )
  • È­¸é³»¿¡ ºû ( ±¤¿ø ) ÀÌ ¾Èº¸¿©µµ ·»Áî Ç÷¹¾î¸¦ »ç¿ëÇØ¾ß µÈ´Ù.
  • Ä«¸Þ¶ó¿Í ºûÀÇ °¢µµ¸¦ °ü¸®ÇØ¾ß ÇÑ´Ù.
  • ¹Ù±ùÂÊÀº ¾ËÆÄ ³óµµ¸¦ Å©°Ô ¾ÈÂÊÀº ³·°Ô ÀÌ¿ëÇÑ´Ù.

Âü°í >

11 ȯ°æ ¸ÊÇÎ #


11.1 ½ºÇÇ¾î ¸ÊÇÎ #


  • ¾î¾È ( åàäÑ ) ·»Áî È¿°ú
  • ¹Ì¸® ¸¸µé¾îÁø ÅØ½ºÃÄ »ç¿ë

11.2 Å¥ºê ¸ÊÇÎ #


  • 6 °³ÀÇ Àü°³µµ·Î Ç¥Çö
    • ½Ç½Ã°£À¸·Î ¿ÀºêÁ§Æ®°¡ ¿òÁ÷ÀÏ ½Ã¿¡ 6 ¹æÇâ¿¡¼­ °¢°¢ ÅØ½ºÃÄ¿¡ ·»´õ¸µÇÏ¿© »ç¿ëÇÑ´Ù.

11.3 EMBM ( Environment-Mapped Bump Mapping ) #


  • Á¤Á¡°£ÀÇ ¹ý¼± º¤Å͸¦ ¼±Çüº¸°£ÇÑ µÚ ±×°ÍÀ» Hightmap ( Bump ) ¿¡ Àû¿ëÇÏ¿© ¸ÅÇÎÇÏ´Â ±â¹ý
  • ȯ°æ ¸ÊÇÎ + ³ôÀÌ¸Ê ( Bumpmap ) ÀÇ °³³ä
    • °î¸éÀÇ °æ¿ì´Â Á¶ÀýÇÏ±â ¾î·Æ´Ù.
    • ¼ö¸é°ú °°Àº Æò¸éµéÀÌ ºûÀ» ¹Ý»çµÇ´Âµ¥ ¸¹ÀÌ »ç¿ë
      • ÀϹݸÊÇÎ + ¹üÇÁ¸ÊÇÎ + ȯ°æ¸ÊÇÎ


12 µðÅ×ÀÏ ¸ÊÇÎ #


  • °üÂûÀÚ °¡±îÀÌ Àִ ǥ¸éÀÇ µðÅ×ÀÏÀ» ³ôÀ̱â À§ÇØ »ó¼¼È÷ Ç¥ÇöÇÒ ¼ö ÀÖ´Â ÅØ½ºÃĸ¦ ÇÑÀå ´õ »ç¿ëÇÏ´Â ±â¹ý
    • ÀϹÝÀûÀ¸·Î ÁöÇü¿¡ ¸¹ÀÌ »ç¿ë
    • 0 ¹ø ÅØ½ºÃÄ ¸Ê ( ¿ø·¡ ÁöÇü ) + 1 ¹ø µðÅ×ÀÏ ¸Ê


13 ¹üÇÁ ¸ÅÇÎ #


  • 1978 ³â James Blinn ¿¡ ÀÇÇÏ¿© Á¦¾ÈµÈ ±â¹ý
  • óÀ½À¸·Î È­Á¦¿¡ ¿Ã¶ú´ø °ÔÀÓÀº Quake 3
  • ¿ÀºêÁ§Æ® Ç¥¸é¿¡ ³ô³·ÀÌ ÅØ½ºÃĸ¦ ÀÌ¿ëÇÏ¿© Ç¥¸é¿¡ ±¼°îÀÌ ÀÖ´Â °Í °°Àº Âø½ÃÇö»óÀ» ÀÏÀ¸Å°´Â ±â¹ý
  • Emboss ¹æ½Ä ( 2 Â÷¿ø ¹æ½Ä )
    • °ú°Å¿¡ ¸¹ÀÌ »ç¿ëÇÏ´ø ¹æ½Ä
  • ÃÖ±Ù¿¡´Â DotProduct3 ¸¦ ÀÌ¿ëÇÑ ±â¹ýÀÌ »ç¿ëµÈ´Ù.
    • ƯÁ¤ÇÑ Æ÷¸äÀÇ µ¥ÀÌŸ ( ¹ý¼± µ¥ÀÌŸ ) ¸¦ ÇÊ¿ä·Î ÇÑ´Ù. ( ¹ý¼±¸Ê, Highpoly¸Ê, ... )
      • nVIDIA, ATI ³ª discreet, Adobe µî¿¡¼­ ¹ý¼±¸Ê °è»êÀ» À§ÇÑ Ç÷¯±×ÀÎ Á¦°ø
    • ÃÖ±ÙÀÇ ¹üÇÁ¸ÊÇÎÀº ÀÌ ±â¹ýÀ» ¸»ÇÑ´Ù.
    • Doom 3 Demo ¿¡¼­ º¸¿©ÁØ ±â¹ý
      • ÀÌ ±â´ÉÀ» Áö¿øÇÏÁö ¸øÇÒ °æ¿ì 3D Engine À¸·Î °¡Ä¡ »ó½Ç


14 Displacement Map #


  • ½ÇÁ¦·Î ³ôÀ̸ÊÀ» °¡Áö°í ¿ÀºêÁ§Æ®¿¡ ³ô³·ÀÌ Ç¥Çö¿¡ Àû¿ë
    GameProgramming/DisplacementMap.jpg


15 Occlusion Culling #


16 Virtual Camera Position (VCP) #


17 3D Decals #


18 ´Ù¿î·Îµå #



19 °ü·Ã¸µÅ© #




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