행위

GPG 4권 5부 참고자료

5.1 포스터 품질 스크린샷[편집]

  • [Vlachos01] Vlachos, A., and E. Hart, “Rendering Print Resolution Screenshots,” Game Programming Gems 2, Charles River Media, 2001. 번역서는 “인쇄 해상도의 스크린샷 만들기,” Game Programming Gems 2, 정보문화사, 2002.
  • [Watt92] Watt, A., and M. Watt, Advanced Animation and Rendering Techniques: Theory and Practice, Addison-Wesley Publishing Co., 1992.
  • [Watt99] Watt, A., 3D Computer Graphics, Third Edition, Addison-Wesley Publishing Co., 1999.
  • [Yellot82] Yellot, I., “Spectral Analysis of Spatial Sampling by Photoreceptors: Topological Disorder Prevents Aliasing,” Vision Research, 22, 1982, pp. 1205-1210.

5.2 닫히지 않은 메시를 위한 GPU 그림자 입체 구축[편집]

  • [Brennan02] Brennan, Chris, “Shadow Volume Extrusion Using a Vertex Shader,” in Engel, Wolfgang, ed., ShaderX, Wordware, May 2002.
  • [Crow77] Crow, Frank, “Shadow Algorithms for Computer Graphics,” Proceedings of SIGGRAPH 1977, pp. 242-248.
  • [Heidmann91] Heidmann, Tim, “Real Shadows Real Time,” IRIS Universe, Number 18, 1991, pp. 28-31.
  • [Kilgard01] Kilgard, Mark, “Robust Stencil Volumes,” CEDEC 2001 presentation, Tokyo, September 4, 2001.

5.3 원근 그림자 맵[편집]

  • [Reeves87] Reeves, W.T., D.H. Salesin, and R.L. Cook, “Rendering Antialiased Shadows with Depth Maps,” Computer Graphics (Proc. SIGGRAPH 87), 1987, pp. 283-291.
  • [Stamminger02] Stamminger, M., and G. Drettakis, “Perspective Shadow Maps,” ACM Transactions on Graphics 21(3) (Proc. SIGGRAPH 2002), 2002, pp. 557-562.
  • [Williams78] Williams, L., “Casting Curved Shadows on Curved Surfaces,” Computer Graphics (Proc. SIGGRAPH 78), 1978, pp. 270-274.

5.4 결합된 깊이 및 ID 기반 그림자 버퍼[편집]

  • [Bloom01] Bloom, Charles, and Phil Teschner, “Advanced Techniques in Shadow Mapping,” 웹 주소 http://www.cbloom.com/3d/techdocs/shadowmap_advanced.txt, June 2001.
  • [Dietrich01] Dietrich, D. Sim, “Practical Priority Buffer Shadows,” Game Programming Gems 2, Charles River Media, 2001. 번역서는 “실용적인 우선순위 버퍼 그림자,” Game Programming Gems 2, 정보문화사, 2002.
  • [Dietrich03] Dietrich, D. Sim, “Robust ObjectID Shadows,” ShaderX2, Wordware Publishing, 2003.
  • [Haines01] Haines, Eric, and Tomas Moeller, “Real-Time Shadows,” GDC 2001 Proceedings, 웹 주소 http://www.gdconf.com/archives/2001/haines.pdf, March 2001.
  • [Haines02] Haines, Eric, and Tomas Moeller, Real-Time Rendering, Second Edition, A.K. Peters Ltd., 2002. 번역서는 Real-Time Rendering 2판, 정보문화사, 2003.
  • [Hourcade85] Hourcade, J.C., and A. Nicolas, “Algorithms for Antialiased Cast Shadows,” Computers and Graphics, Vol. 9, No. 3, pp. 259-265, 1985.
  • [Stamminger02] Stamminger, Marc, and George Drettakis, “Perspective Shadow Maps,” Proceedings of ACM SIGGRAPH 2002, 웹 주소 http://www-sop.inria.fr/reves/publications/data/2002/SD02/PerspectiveShadowMaps.pdf, July 2002.
  • [Vlachos00] Vlachos, Alex, David Gosselin, and Jason L. Mitchell, “Self-Shadowing Characters,” Game Programming Gems, Charles River Media, 2000. 번역서는 “캐릭터 자신에 대한 그림자 만들기,” Game Programming Gems 2, 정보문화사, 2002.
  • [Williams78] Williams, Lance, “Casting Curved Shadows on Curved Surfaces,” Computer Graphics (SIGGRAPH '78 Proceedings), pp. 270-274, August 1978.
  • [Woo90] Woo, Andrew, Pierre Poulin, and Alain Fournier, “A Survey of Shadow Algorithms,” IEEE Computer Graphics and Applications, Vol. 10, No. 6, pp. 13-32, November 1990.

5.5 정적 그림자를 기하구조에 새겨 넣기[편집]

  • [deBerg00] de Berg, Mark, et al., “Polygon Triangulation,” Computational Geometry Algorithms and Applications, Second Edition, pp. 45-61, 2000.
  • [Lengyel02] Lengyel, E., “T-Junction Elimination and Retriangulation,” Game Programming Gems 3, Charles River Media, 2002. 번역서는 “T 접합부의 제거 및 재삼각화,” Game Programming Gems 3, 정보문화사, 2003.
  • [Vlachos02] Vlachos, A., and D. Card, “Computing Optimized Shadow Volumes for Complex Data Sets,” Game Programming Gems 3, Charles River Media, 2002. 번역서는 “복잡한 데이터 집합에 대한 최적화된 그림자 입체의 계산,” Game Programming Gems 3, 정보문화
  • [Weiler77] Weiler, K., and P. Atherton, “Hidden Surface Removal Using Polygon Area Sorting,” Computer Graphics, Vol. 11, pp. 214-222, 1977 (SIGGRAPH '77).

이 글에 나온 이미지들은 ATI Research, Inc.의 Eli Turner가 제공했다.

5.6 그림자 입체와 최적화된 메시를 위한 실시간 조명 조정[편집]

  • [Brennan02] Brennan, Chris, “Shadow Volume Extrusion Using a Vertex Shader,” Direct3D ShaderX: Vertex Shader Tips and Tricks, Wordware Publishing, Inc., 2002.

이 글에 나온 이미지들은 ATI Research, Inc.의 Eli Turner가 제공했다.

5.7 실시간 망점처리: 빠르고 간단한 양식화된 셰이딩[편집]

  • [Lake00] Lake, Adam, Carl Marshall, Mark Harris, and Marc Blackstein, “Stylized Rendering Techniques for Scalable Real-Time 3D Animation,” Proceedings of NPAR 2000, Symposium on Non-Photorealistic Animation and Rendering, pp. 13-20.
  • [Praun01] Praun, Emil, Hughes Hoppe, Matthew Webb, and Adam Finkelstein, “Real-Time Hatching,” Proceedings of SIGGRAPH 2001, pp. 581-586.
  • [Requiem00] Punkt im Raum, “Requiem: A Technology Study for the Shark 3D Engine,” 웹 주소 http://www.punkt-im-raum.com/eng/projekte_requiem.shtml.
  • [Shark3D] Spinor GmbH, “Renderer and Shader Architecture,” Shark3D engine technology white papers, 웹 주소 http://www.shark3d.com/goto/technology_render.html.
  • [Webb02] Webb, Matthew, Emil Praun, Adam Finkelstein, and Hugues Hoppe, “Fine Tone Control in Hardware Hatching,” Proceedings of NPAR 2002, International Symposium on Non Photorealistic Animation and Rendering, pp. 53-58.

5.9 빠른 세피아 색조 변환[편집]

  • [Foley96] Foley, James, Andries van Dam, et al., Computer Graphics: Principles and Practice, Second Edition, Addison-Wesley, 1996.
  • [Jack93] Jack, Keith, Video Demystified: A Handbook for the Digital Engineer, HighText, 1993.

5.11 열과 아지랑이 후처리 효과[편집]

  • [Berger90] Berger, M., T. Trout, and N. Levit, IEEE Computer Graphics and Applications, pp. 36-41, May 1990, Vol. 10, Issue 3.
  • [Riguer03] Riguer, G., N. Tatarchuk, and J. Isidoro, “Real-Time Depth of Field Simulation,” ShaderX2: Shader Programming Tips & Tricks with DirectX 9, Wordware Publishing, Inc., 2003.

5.12 사원수를 이용한 하드웨어 스키닝[편집]

  • [Coxeter73] Coxeter, H. S. M., Regular Polytopes, Third Edition, New York: Dover, 1973.
  • [Domine03] Domine, Sebastien, “Mesh Skinning,” 웹 주소 http://developer.nvidia.com/object/skinning.html, July 1, 2003.
  • [Mohr03] Mohr, Alex, and Michael Gleicher, “Building Efficient, Accurate Character Skins from Examples,” ACM SIGGRAPH 2003.
  • [Shoemake85] Shoemake, Ken, “Animating Rotations with Quaternion Curves,” ACM SIGGRAPH 1985.
  • [Shoemake92] Shoemake, Ken, and Tom Duff, “Matrix Animation and Polar Decomposition,” Proceedings of the 1992 Graphics Interface Conference, pp. 245-254, 1992.
  • [Shoemake94] Shoemake, Ken, Quaternions, May 1994, 웹 주소 http://ftp://ftp.cis.upenn.edu/pub/graphics/shoemake/quatut.ps.Z, July 1, 2003.
  • [Weber02] Weber, Jason, “Improved Deformation of Bones,” Game Programming Gems 3, Charles River Media, 2002. 번역서는 “개선된 뼈대 변형,” Game Programming Gems 3, 정보문화사, 2003.

5.13 모션 캡처 자료 압축[편집]

  • [Zarb-Adami02] Zarb-Adami, Mark, “Quaternion Compression,” Game Programming Gems 3, Charles River Media, 2002. 번역서는 “사원수의 압축,” Game Programming Gems 3, 정보문화사, 2003.

5.14 3차원 뼈대 기반 관절 캐릭터를 위한 빠른 충돌 검출[편집]

  • [Eberly01] Eberly, D., 3D Game Engine Design, Morgan Kaufmann, San Francisco, CA, 2001.
  • [Gottschalk96] Gottschalk, S., M. Lin, and D. Manocha. “OBBTree: A Hierarchical Structure for Rapid Interference Detection,” Proceedings of SIGGRAPH 1996, pp.171-180.
  • [Harvey02] Harvey, Michael, and Carl S. Marshall. “Scheduling Game Events,” Game Programming Gems 3, Charles River Media, 2002. 번역서는 “게임 이벤트의 일정 관리,” Game Programming Gems 3, 정보문화사, 2003.
  • [Moeller02] Moeller, T., and E. Haines. Real-Time Rendering, Second Edition, A.K. Peters Ltd., Natick, MA, 2002. 번역서는 Real-Time Rendering 2판, 정보문화사, 2003.

5.15 지평선을 이용한 지형 차폐 선별[편집]

  • [Bacik02] Bacik, Michal, “Rendering the Great Outdoors: Fast Occlusion Culling for Outdoor Environments,” Game Developer Magazine, April 2002.
  • [Downs01] Downs, Laura, Thomas Mller, Carlo H. Sequin, “Occlusion Horizons for Driving through Urban Scenery,” 2001.
  • [Eberly01] Eberly, David H., 3D Game Engine Design, Morgan Kaufmann Publishers, 2001.
  • [Lauschke03] Lauschke, “Least Squares Fitting,” MathWorld, 웹 주소 http://mathworld.wolfram.com/LeastSquaresFitting.html.
  • [Lay00] Lay, David C., Linear Algebra and Its Applications, Addison-Wesley Publishing Co., 2000.
  • [Lindstrom01] Lindstrom, P., and V. Pascucci, “Visualization of Large Terrains Made Easy,” IEEE Visualization, 2001.
  • [LSP03] “Least Squares Plane,” www.infogoaround.org/JBook/LSQ_ Plane.html.
  • [ROAM97] Duchaineau, Mark, Murray Wolinsky, David E. Sigeti, Mark C. Miller, Charles Aldrich, and Mark B. Mineev-Weinstein, “ROAMing Terrain: Real-time Optimally Adapting Meshes,” IEEE Visualization, 1997.
  • [Stewart98] Stewart, A. James, “Fast Horizon Computation at All Points of a Terrain with Visibility and Shading Applications,” IEEE Transactions on Visualization and Computer Graphics, Vol. 4, 1998.
  • [Ulrich02] Ulrich, Thatcher, “Rendering Massive Terrains Using Chunked Level of Detail Control,” Proceedings of SIGGRAPH 2002.
  • [Zaugg01] Zaugg, Brian, and Parris Egbert, “Voxel Column Culling: Occlusion Culling for Large Terrain Models,” EuroGraphics and IEEE VisSym, 2001.