1.3D
2.ī尡 Ǿ ʴ
3.Shader Programming ؿ
4.3D ӱ
ǥ ==> ȭ鿡 ʴ ̴.
(ȭ ⺻ ϰ Data ó(ȭ ) ʴ ̴.)
⺻Data = () .
- Vector
- _1.Į
- _2.; dot product/ innor product - Į (cos - 翵)
-.κ ִ.( ̸ 90 ̳, ̸ 90 ̻)
-.2 P(Xp,Yp,Zp), Q(Xq,Yq,Zq) Ҷ
P*Q = XpXq + YpYq + ZpZq = |P||Q|cos̰
-. ǥ Ϳ üͿ ſ ̿
-.ο ǥ ȯϰ Ҷ ο ǥ Ϳ ǥ ȯ
R(Xr,Yr,Zr)̰, P,Q,R Ͷ , V -> ȭ W(Xw,Yw,Zw)
Xw = P*V = XpXv + YpYv + ZpZv
Yw = Q*V = XqXv + YqYv + ZqZv
Zw = R*V = XrXv + YrYv + ZrZv
- _3.; cross product/ vector product - (sin - )
-.ȯĢ ʰ, ( D3D), (openGL) ǥ ݴ
- (point light); 鿭 , ֺ ݻ ǥ Ÿ Ͽ Ѵ.
- ǥ迡
-
- ax+by+cz+d=0 a,b,c Ÿ ̰, d Ÿ
ϴ (x,y,z) Ѵ.
1.ǥȯ; ü ġ ȭ
2.ǥ躯ȯ; ǥ ü ٲ۴ٴ
3.ǥ Ī
Model/ Local/ Object/ Definition ǥ (ü )
== WorldTM(matrix); üġ ==> World/ Univers ǥ
== ViewTM; ī ==> Camera/ View/ Eye ǥ
== ProjectTM; , FOV ==> Clip ǥ (ó)
== 1/W; homogeneous ==> NDC (Normalized Deviec Coordinate; ġ ǥ)
-. ػ ״
== ViewTM ==> ViewPort/ Screen ǥ (Pixel ǥ)
-. ǥ 1 = 1 pixel
4. ü WorldTM ȯ Ŀ, Worldǥ迡 ġϸ,
World ǥ迡 ġ ü ȴ.
5. WorldTM = ScaleTM * RotationTM * TraslateTM ( D3D(CW/ ǥ))
20030714 Vertor Ұ,
20030715 Vertor ̷ -> Vertor class
20030716 3*3 -> Matrix class
20030718 (quaternion)
20030721 Software 3D Engine
20030722 2D rotate & translate
20030723 3D Transformation
20030724 ȯ;
20030725 - Ⱦ °
20030728 Camera LookatԼ
IA-32A programmer's Guid
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