GPG 2권 5부 참고자료
_
5.1 카툰 렌더링: 실시간 외곽선 변 검출 및 렌더링
- [Dietrich00] Dietrich, Sim. “Cartoon Rendering and Advanced Texture Features of the GeForce 256 Texture Matrix, Projective Textures, Cube Maps, Texture Coordinate Generation and DOTPRODUCT3 Texture Blending”. http://www.nvidia.com/Marketing/Developer/DevRel.nsf/WhitepapersFrame. 2000.
- [Gooch01] Gooch, Bruce, and Amy Gooch. Non-Photorealistic Rendering, A.K. Peters, Ltd., 2001.
- [Intel00] Intels Graphics and 3D Technologies Web page. http://developer.intel.com/ial/3dsoftware. 2000.
- [Lake00] Lake, Adam, Carl Marshall, Mark Harris, and Mark Blackstein. “Stylized Rendering Techniques of Real-Time 3D Animation”. Non-Photorealistic Animation and Rendering Symposium, pp. 13-20. 2000. ftp://download.intel.com/ial/3dsoftware/toon.pdf.
- [Markosian97] Markosian, Lee, Michael Kowalski, et al. “Real-Time Nonphotorealistic Rendering”. In Proceedings of ACM SIGGRAPH 97, pp. 113-122. 1997.
5.2 텍스쳐 매핑과 프로그래밍 가능한 정점 셰이더를 이용한 카툰 렌더링
- [Dietrich00] Dietrich, Sim, “Cartoon Rendering and Advanced Texture Features of the GeForce256 Texture Matrix, Projective Textures, Cube Maps, Texture Coordinate Generation and DOTPRODUCT3 Texture Blending”, http://www.nvidia.com/Marketing/Developer/DevRel.nsf/WhitePapersFrame?OpenPage, 2000.
- [Gooch98] Gooch, Amy, Bruce Gooch, Peter Shirley, and Elizabeth Cohen. “A Non-Photorealistic Lighting Model for Automatic Technical Illustration”. In Proceedings of ACM SIGGRAPH 98, pp. 447-452, 1998.
- [Gooch01] Gooch, Bruce, and Amy Gooch. Non-Photorealistic Rendering, A.K. Peters, Ltd., 2001.
- [Intel00] http://www.intel.com/ial/3dsoftware/doc.htm. 카툰 셰이딩, 다중 해상도 메시, 하위분할, 캐릭터 애니메이션에 대한 다양한 발표 자료와 논문, 기타 참고자료들을 제공한다. 또한 카툰 셰이딩, 연필 스케치, 기타 여러 NPR 기법들을 애니메이션되는 다중 해상도 메시들에 대해 적용하는 예제 프로그램도 있다.
- [Lake00] Lake, Adam, Carl Marshall, Mark Harris, Marc Blackstein, “Stylized Rendering Techniques for Scalable Real-Time 3D ACM Animation”, In Symposium of Non-Photorealistic Animation and Rendering (NPAR) 2000, pp. 13-20, 2000.
- [Mark97] Markosian, Lee, Michael Kowalski, Samuel Trychi, Lubomir Bourdev, Daniel Goldstein, and John Hughes. Real-Time Nonphotorealistic Rendering. In Proceedings of ACM SIGGRAPH 97, pp. 113-122, 1997.
5.3 동적인 픽셀 당 조명 기법
- [Blythe98] Blythe, David, “Advanced Graphics Programming Techniques Using OpenGL”, ww.sgi.com/software/opengl/advanced98/notes/ notes.html
- [DeLoura00] DeLoura, Mark, Game Programming Gems, Charles River
Media, 2000.
- Dietrich, Sim, “Attenuation Maps”, pp. 543-548.
- Dietrich, Sim, “Hardware Bump Mapping”, pp. 555-561.
- 번역서는 Game Programming Gems, 류광 역, 정보문화사, 2000.
- Dietrich, Sim, “감쇠 맵”, pp. 679-685.
- Dietrich, Sim, “하드웨어 범프 매핑”, pp. 694-702.
- [Mitchell] Mitchell, Jason, “Radeon Bump Mapping Tutorial”, http://www.ati.com/na/pages/resource_centre/dev_rel/sdk/RadeonSDK/Html/Tutorials/RadeonBumpMap.html
- ARB_multitexture, EXT_texture_env_combine, EXT_texture_env_dot3 사양, http://oss.sgi.com/projects/ogl-sample/registry/
5.4 3D 하드웨어를 이용한 절차적 구름 생성
- [Ebert et al, 98] Ebert, David S., et al, Texturing and Modeling: A Procedural Approach, AP Professional Inc., 1999. ISBN: 0-12-228730-4.
- [Elias99] Elias, Hugo, “Cloud Cover”, http://freespace.virgin.net/hugo.elias/models/m_clouds.htm, 이 글의 기법과 비슷한 소프트웨어 전용 기법을 제공한다. ( HugoElias )
- [Pallister99] Pallister, Kim, “Rendering to Texture Surfaces Using DirectX 7”, http://www.gamasutra.com/features/19991112/pallister_01.htm
5.5 빠른 렌즈 플레어를 위한 텍스쳐 마스킹
- [King00] Yossarian King, “2D Lens Flare”, Game Programming Gems, Charles River Media Inc. 2000: pp. 515-518. 번역서는 “2D 렌즈 플레어”, Game Programming Gems, 정보문화사. 2000: pp. 645-649.
5.6 실용적인 우선순위 버퍼 그림자
- [Dietrich00] Dietrich, D. Sim, “GDC 2001 Presentation - Shadow Techniques”, http://www.nvidia.com/marketing/developer/devrel.nsf/bookmark/0419FBACDE043ABF88256A1800664C06.
- [Hourcade85] Hourcade, J.C., and A. Nicolas, “Algorithms for Antialiased Cast Shadows”, Computers and Graphics, vol. 9, no. 3, pp. 259-265, 1985.
- [Williams78] Williams, Lance, “Casting Curved Shadows on Curved Surfaces”, Computer Graphics (SIGGRAPH 78 Proceedings), vol. 12, no.3, pp. 270-274, August 1978.
5.8 하드웨어 가속 절차적 텍스쳐 애니메이션을 위한 연산들
- [Ebert98] Ebert, David S., et al, Texturing and Modeling: A Procedural Approach, Academic Press, 1998 [ISBN 0-12-228739-4].
- [DX800] Microsoft Corporation, DirectX8 SDK, http://msdn.microsoft.com/directx/, November, 2000.
- [NVExt2001] Nvidia Corporation, “Nvidia OpenGL Extensions Specifications” (nvOpenGLSpecs.pdf), http://developer.nvidia.com/view.asp?PAGE=opengl_specs, March 2001.
- [Wloka2000] Wloka, Matthias, “Filter Blitting”, http://developer.nvidia.com/view.asp?PAGE=directx, November 2000.
- [Gomez2000] Gomez, Miguel, “Interactive Simulation of Water Surfaces”, Game Programming Gems, Charles River Media Inc., 2000: pp. 187-194. 번역서는 “상호작용적인 수면 시뮬레이션”, Game Programming Gems, 정보문화사, 2000: pp.259-268.
- [Moller99] Moller, Tomas, and Haines, Eric, Real-Time Rendering, A K Peters, Ltd., 1999.
- [Gardner70] Gardner, Martin, “Mathematical Games”, Scientific American, vol. 223, no. 4, October 1970, pp. 120-123.
- [Neider93] Neider, Jackie, et al, OpenGL Programming Guide, Addison-Wesley Publishing Co., 1993: pp. 407-409.
- [Witting99] Witting, Patrick, “Computational Fluid Dynamics in a Traditional Animation Environment”, Computer Graphics Proceedings (SIGGRAPH 1999) pp. 129-136.
- [Feynman85] Feynamn, Richard P., QED: The Strange Theory of Light and Matter, Princeton University Press, 1985, pp. 37-76. 명시적으로 프레넬 적분이라는 용어를 언급하지는 않았지만, 2장에 설명된 계산이 바로 프레넬 적분이다. 프레넬 적분은 빛의 전파에 의한 모든 현상들을 몇 개의 단순한 항들의 커다란 합으로 설명할 수 있는 매우 강력한 수학적 수단이다.
- [Stam99] Stam, Joe, “Diffraction Shaders”, Computer Graphics Proceedings (SIGGRAPH 1999) pp. 101-110.
- Gomez, Miguel, “Implicit Euler Integration for Numerical Stability”, Game Programming Gems, Charles River Media Inc., 2000: pp. 117-181. 번역서는 “수치적 안정성을 위한 암묵적 오일러 해법”, Game Programming Gems, 정보문화사, 2000: pp.247-252.