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게임 프로그래밍을 위한 3차원 그래픽스

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판매가격 21,000원
저자 한정현
도서종류 국내도서
출판사 도서출판 홍릉
발행언어 한국어
발행일 2011-7
페이지수 325
ISBN 9788972839729
도서구매안내 온, 온프라인 서점에서 구매 하실 수 있습니다.

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    도서 상세설명

    .CHAPTER 1 폴리곤 메쉬 / 1
    1.1 게임 제작 파이프라인 ······················································2
    1.2 폴리곤 메쉬 ······························································5
    1.2.1 폴리곤 메쉬 제작* ··················································7
    1.2.2 폴리곤 메쉬 표현 기법 ··············································11
    1.2.3 노멀 벡터 ·························································15
    1.3 모델 내보내기와 불러오기 ·················································17
    1.4 좌표계 ··································································19
    연습문제 ····································································22
    CHAPTER 2 정점 처리 / 23
    2.1 월드 변환 ·······························································24
    2.1.1 아핀 변환과 동차 좌표 ··············································25
    2.1.2 월드 행렬 ························································28
    2.1.3 오일러 변환 ·······················································32
    2.1.4 노멀 벡터의 변환 ··················································32
    2.2 뷰 변환 ································································35
    2.2.1 카메라 공간 ·······················································35
    2.2.2 공간 이전과 뷰 행렬 ···············································37
    2.3 정점별 조명 ·····························································44
    2.4 투영 변환 ······························································44
    2.4.1 뷰 프러스텀 ·······················································45
    2.4.2 투영 행렬 ························································46
    2.4.3 투영 행렬의 유도* ·················································51
    연습문제 ····································································55

    CHAPTER 3 래스터화 / 57
    3.1 클리핑 ·································································57
    3.2 원근 나눗셈 ·····························································58
    3.3 뒷면 제거 ······························································60
    3.4 좌표계* ································································64
    3.4.1 3ds Max에서 OpenGL로- =축 대칭 이동 ·····························64
    3.4.2 OpenGL에서 Direct3D로 - 반사 ······································66
    3.4.3 OpenGL에서 Direct3D로 - 정점 재정렬 ································68
    3.5 뷰포트 변환 ·····························································70
    3.6 스캔 변환 ······························································74
    3.7 응용 사례: 피킹 ·························································79
    3.7.1 월드 공간 광선 계산 ················································80
    3.7.2 광선-물체 교차 검사 ···············································86
    연습문제 ····································································92
    CHAPTER 4 프래그먼트 처리와 출력 병합 / 93
    4.1 텍스처링 ································································93
    4.1.1 텍스처 좌표 ·······················································93
    4.1.2 표면 파라미터화 ···················································96
    4.1.3 텍스처 좌표에서 텍셀 주소로의 매핑 ··································98
    4.2 출력 병합 ······························································99
    4.2.1 Z-버퍼링 ·························································99
    4.2.2 알파 블렌딩 ······················································100
    4.3 Z-컬링 ································································103
    4.3.1 타일 기반 컬링 ···················································103
    4.3.2 응용 사례: 프리-z 패스 ···········································106
    연습문제 ···································································106
    CHAPTER 5 조명 및 쉐이더 / 109
    5.1 퐁 조명 모델 ···························································110
    5.1.1 디퓨즈 항 ························································110
    5.1.2 스페큘러 항 ······················································113

    5.1.3 앰비언트 항 ······················································115
    5.1.4 발산광 ···························································116
    5.2 쉐이더와 쉐이딩 언어 ····················································116
    5.2.1 정점 및 프래그먼트 쉐이더 ··········································117
    5.2.2 하이레벨 쉐이딩 언어* ·············································117
    5.3 파이프라인에서의 조명 ···················································119
    5.3.1 정점별 조명 HLSL 프로그램* ·······································120
    5.3.2 정점별 조명과 프래그먼트별 조명 ····································122
    5.3.3 프래그먼트별 조명 HLSL 프로그램* ··································124
    5.4 전역 조명 ······························································126
    5.4.1 광선 추적법 ······················································126
    5.4.2 래디오시티 알고리즘 ···············································131
    연습문제 ···································································134
    CHAPTER 6 매개변수 곡선과 곡면 / 135
    6.1 매개변수 곡선 ··························································136
    6.1.1 베지어 곡선 ······················································136
    6.1.2 허밋 곡선 ························································140
    6.2 응용 사례: 카메라 경로 ··················································142
    6.3 베지어 곡면 ····························································145
    6.3.1 겹선형 패치 ······················································145
    6.3.2 2차 베지어 패치 ··················································149
    6.3.3 3차 베지어 패치 ··················································153
    6.3.4 베지어 삼각형 ····················································155
    연습문제 ···································································159
    CHAPTER 7 쉐이더 모델 / 161
    7.1 쉐이더 모델 4와 기하 쉐이더 ·············································161
    7.2 응용 사례: 동적 파티클 시스템 ············································163
    7.2.1 파티클을 위한 물리 기반 시뮬레이션 ·································163
    7.2.2 불꽃놀이 시뮬레이션 ···············································166
    7.2.3 불꽃놀이 렌더링 ··················································169

    7.3 쉐이더 모델 5와 테쎌레이션 ··············································171
    7.4 응용 사례: PN-삼각형 ···················································172
    7.4.1 컨트롤 포인트 계산 ················································173
    7.4.2 컨트롤 노멀 계산 ·················································176
    7.4.3 PN-삼각형 테쎌레이션 ·············································179
    연습 문제 ··································································181
    CHAPTER 8 이미지 텍스처링 / 183
    8.1 텍스처 어드레싱 모드 ····················································183
    8.2 텍스처 필터링 ··························································184
    8.2.1 텍스처 확대 ······················································186
    8.2.2 텍스처 축소 ······················································188
    8.3 밉매핑 ································································189
    8.3.1 밉맵 생성 ························································189
    8.3.2 밉맵 필터링 ······················································190
    8.3.3 밉맵 필터링 설정 방법 ·············································193
    8.4 비등방형 필터링 ························································196
    연습문제 ···································································201
    CHAPTER 9 범프 매핑 / 203
    9.1 하이트 필드 ····························································204
    9.2 노멀 매핑 ·····························································206
    9.2.1 노멀맵 ··························································206
    9.2.2 노멀 매핑 알고리즘 ···············································208
    9.3 탄젠트 공간 노멀 매핑 ···················································212
    9.3.1 탄젠트 공간 노멀 매핑 알고리즘 ·····································212
    9.3.2 탄젠트 공간 계산* ················································216
    9.4 노멀맵 제작 ····························································218
    9.5 패럴랙스 매핑 ··························································221
    9.6 변위 매핑 ·····························································224
    연습문제 ···································································229

    CHAPTER 10 고급 텍스처링 기법 / 231
    10.1 환경 매핑 ·····························································231
    10.1.1 큐브 매핑 ·······················································232
    10.1.2 큐브맵 텍스처 좌표 계산* ·········································234
    10.1.3 동적 큐브 매핑 ··················································235
    10.2 라이트 매핑 ···························································236
    10.2.1 디퓨즈 라이트 매핑 ···············································237
    10.2.2 래디오시티 노멀 매핑* ···········································238
    10.3 쉐도우 매핑 ···························································242
    10.3.1 쉐도우 매핑 알고리즘 ·············································243
    10.3.2 쉐도우 매핑을 위한 쉐이더 코드* ··································248
    10.3.3 쉐도우맵 필터링 ·················································251
    10.4 앰비언트 오클루전 ·····················································254
    10.5 미뤄진 쉐이딩 ·························································258
    연습문제 ···································································260
    CHAPTER 11 캐릭터 애니메이션 / 261
    11.1 키프레임 애니메이션 ····················································261
    11.2 회전 ·································································264
    11.2.1 오일러 각의 보간 ·················································264
    11.2.2 쿼터니언 표현 ···················································266
    11.2.3 쿼터니언을 이용한 회전 ···········································267
    11.2.4 쿼터니언의 보간 ·················································271
    11.3 계층적 모델링과 공간 이전 ··············································273
    11.3.1 계층적 모델 ·····················································274
    11.3.2 뼈 공간 이전 ····················································276
    11.3.3 월드 공간에서 뼈 공간으로 ········································278
    11.4 기구학 ································································281
    11.5 스키닝과 키프레임 애니메이션 ···········································284
    11.5.1 스키닝 ··························································285
    11.5.2 키프레임 애니메이션에서의 스키닝 ··································287
    11.6 역기구학 ······························································290
    11.6.1 해석적 기법 ·····················································290
    11.6.2 CCD 알고리즘 ···················································292
    연습문제 ···································································295
    CHAPTER 12 물리 기반 시뮬레이션* / 297
    12.1 페널티 기법 ···························································298
    12.2 충격량 기법 ···························································300
    12.2.1 충격량 ·························································300
    12.2.2 충격량 기반 충돌 해결 ············································302
    12.3 충돌 검사 ·····························································305
    12.3.1 바운딩 볼륨 및 계층 ··············································307
    12.3.2 삼각형 교차 검사 ·················································311
    연습문제 ···································································313
    References / 315
    찾아보기 / 319
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