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@ 2005-04-26 @

  ¼ÒÇÁÆ®¿þ¾î 3D

1.3D¿ø¸®¸¦ ÀÌÇØ
2.°¡¼ÓÄ«µå°¡ ³»ÀåµÇ¾î ÀÖÁö ¾Ê´Â ¸ð¹ÙÀÏ ±â±âµî °³¹ß
3.Shader ProgrammingÀÇ ÀÌÇØ¿Í ÀÀ¿ë
4.3D °¡¼Ó±â ÆÄÀÌÇÁ¶óÀÎ ¼³°è

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(ÃÖÀûÈ­ÀÇ ±âº»Àº ¹«¸®ÇÏ°Ô ¸¹Àº Data¸¦ ó¸®(È­¸éÀ¸·Î Ãâ·Â)ÇÏÁö ¾Ê´Â °ÍÀÌ´Ù.)
  • Æú¸®°ï ·»´õ¸µÀÇ °æ¿ì ±âº»Data = ²ÀÁöÁ¡(Á¤Á¡)¿¡¼­ Ãâ¹ß.

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              # ÁÂÇ¥/ ÁÂÇ¥°è º¯È¯
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        ¡Ý ÁÂÇ¥/ ÁÂÇ¥°è º¯È¯
    1.ÁÂÇ¥º¯È¯; ¹°Ã¼ÀÇ À§Ä¡¸¦ Á÷Á¢ º¯È­
    2.ÁÂÇ¥°èº¯È¯; ÁÂÇ¥°è ÀÚü¸¦ ¹Ù²Û´Ù´Â °³³ä
    3.ÁÂÇ¥°èÀÇ ¸íĪ
    Model/ Local/ Object/ Definition ÁÂÇ¥°è (¹°Ã¼ÀÇ ¸ð¾ç Á¤ÀÇ)
    == WorldTM(matrix); ¹°Ã¼¹èÄ¡ ==> World/ Univers ÁÂÇ¥°è
    == ViewTM; Ä«¸Þ¶ó Á¶ÀÛ ==> Camera/ View/ Eye ÁÂÇ¥°è
    == ProjectTM; Åõ¿µ, FOVÀû¿ë ==> Clip ÁÂÇ¥°è (¿ø±Ùó¸®)
    == 1/W; homogeneous ==> NDC (Normalized Deviec Coordinate; Á¤±Ô ÀåÄ¡ ÁÂÇ¥°è)
    -. Çػ󵵰¡ ´Þ¶óÁ®µµ ±×´ë·Î Ãâ·Â
    == ViewTM ==> ViewPort/ Screen ÁÂÇ¥°è (Pixel ÁÂÇ¥°è)
    -. ÁÂÇ¥ 1°³ = 1 pixel¿¡ ´ëÀÀ
    4.°¢°¢ÀÇ ¹°Ã¼´Â WorldTMÀ¸·Î º¯È¯µÈ ÈÄ¿¡, WorldÁÂÇ¥°è¿¡ À§Ä¡Çϸç,
    World ÁÂÇ¥°è¿¡ À§Ä¡ÇÑ ¹°Ã¼¸¦ ±âÁØÀ¸·Î ·»´õ¸µµÈ´Ù.
    5.WorldTM = ScaleTM * RotationTM * TraslateTM·Î ±¸¼º(D3D(CW/ ¿Þ¼ÕÁÂÇ¥°è)±âÁØ)


        ¡Ý ¼ö¾÷ÀÏÁ¤
    20030714 Vertor ¼Ò°³, ÇÕ
    20030715 Vertor °ö°ú ÀÌ·ÐÀû Àü°³ -> Vertor class ±¸¼º
    20030716 3*3Çà·Ä -> Matrix class ±¸¼º
    20030718 »ç¿ø¼ö(quaternion)ÀÇ ÀÌÇØ

    20030721 Software 3D Engine ¼ö¾÷½ÃÀÛ
    http://www.xmission.com/~legalize/book/preview/poster/ - The Direct3D Graphics Pipeline Poster
    20030722 2D rotate & translate
    20030723 3D Transformation
    20030724 Åõ¿µº¯È¯; ¿ø±ÙÀû¿ë
    20030725 ¿ø±ÙÀû¿ë - Á¾È¾ºñ¿¡ ¸Â°Ô ¼öÁ¤

    20030728 Camera LookatÇÔ¼ö
    IA-32A programmer's Guid
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