행위

"GPU Pro: 고급 렌더링 기법 참고자료"의 두 판 사이의 차이

(기존 페이지 가져오기 및 변환)
잔글
 
3번째 줄: 3번째 줄:
 
=== I  수학===
 
=== I  수학===
 
==== 1 GPU 색상 양자화====
 
==== 1 GPU 색상 양자화====
* [Chang et al. 05] Chip-Hong Chang, Pengfei Xu, Rui Xiao, T. Srikanthan. “New Adaptive Color Quantization Method Based on Self-Organizing Maps.” '''IEEE Transactions on Neural Networks''', pp. 237-249.
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* [Chang et al. 05] Chip-Hong Chang, Pengfei Xu, Rui Xiao, T. Srikanthan. “New Adaptive Color Quantization Method Based on Self-Organizing Maps.” ''IEEE Transactions on Neural Networks'', pp. 237-249.
* [Clark 96] D. Clark. “Color Quantization Using Octrees.” '''Dr. Dobb’s Journal''', pp. 54-57.
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* [Clark 96] D. Clark. “Color Quantization Using Octrees.” ''Dr. Dobb’s Journal'', pp. 54-57.
* [Kohonen 01] T. Kohonen. '''Self'''-'''Organizing Maps'''. Berlin: Springer, 2001.
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* [Kohonen 01] T. Kohonen. ''Self''-''Organizing Maps''. Berlin: Springer, 2001.
* [Kruger 94] A. Kruger. “Median-cut Color Quantization.” '''Dr. Dobb’s''' '''Journal''', pp. 46-54.
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* [Kruger 94] A. Kruger. “Median-cut Color Quantization.” ''Dr. Dobb’s'' ''Journal'', pp. 46-54.
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* [Leung and Chan 97] C.S. Leung, L.W. Chan. “Transmission of Vector Quantized Data over a Noisy Channel.” ''IEEE Transactions on Neural Networks'' 8:1 (1997), 582-589.
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* [Linde et al. 80] Y. Linde, A. Buzo, R.M. Gray. “An Algorithm for Vector Quantizer Design.” ''IEEE Transactions on Communications'' 28:1 (1980), 84-95.
 
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* [Priester 04] Sjaak Priester. “Better GIFs with Octrees.” 웹 http://www.codeguru.com/Cpp/G-M/gdi/gdi/print.php/c3677/.
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* [Togneri et al. 90] R. Togneri, E Lai, Y. Attikiouzel. “Kohonen’s Algorithm for the Numerical Parametrisation of Manifolds.” ''Pattern Recognition Letters'' 11:5 (1990), 313-319.
* [Verevka 95] Oleg Verevka. “Color Image Quantization in Windows Systems with Local K-means Algorithm.” '''Proceedings of the Western Computer Graphics Symposium''' ’95, pp. 74-79.
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* [Verevka 95] Oleg Verevka. “Color Image Quantization in Windows Systems with Local K-means Algorithm.” ''Proceedings of the Western Computer Graphics Symposium'' ’95, pp. 74-79.
 
==== 2 그림자 맵 기법의 시각화====
 
==== 2 그림자 맵 기법의 시각화====
* [Engel 06] Wolfgang Engel. “Cascaded Shadow Maps.” '''ShaderX '''5, pp. 197-206. Charles River Media, 2006.
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* [Engel 06] Wolfgang Engel. “Cascaded Shadow Maps.” ''ShaderX ''5, pp. 197-206. Charles River Media, 2006.
* [Lloyd et al. 06a] Brandon Lloyd, Naga K. Govindaraju, David Tuft, Steve Molnar, Dinesh Manocha. “Practical Logarithmic Shadow Maps.” '''SIGGRAPH ’06: ACM SIGGRAPH 2006 Sketches''', p. 103. New York: ACM Press, 2006.1
+
* [Lloyd et al. 06a] Brandon Lloyd, Naga K. Govindaraju, David Tuft, Steve Molnar, Dinesh Manocha. “Practical Logarithmic Shadow Maps.” ''SIGGRAPH ’06: ACM SIGGRAPH 2006 Sketches'', p. 103. New York: ACM Press, 2006.1
* [Lloyd et al. 06b] Brandon Lloyd, David Tuft, Sung-eui Yoon, Dinesh Manocha. “Warping and Partitioning for Low Error Shadow Maps.” '''Proceedings of the Eurographics Symposium on Rendering 2006''', pp. 215-226. Eurographics Association, 2006.
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* [Lloyd et al. 06b] Brandon Lloyd, David Tuft, Sung-eui Yoon, Dinesh Manocha. “Warping and Partitioning for Low Error Shadow Maps.” ''Proceedings of the Eurographics Symposium on Rendering 2006'', pp. 215-226. Eurographics Association, 2006.
* [Martin and Tan 04] Tobias Martin, Tiow-Seng Tan. “Anti-aliasing and Continuity with Trapezoidal Shadow Maps.” '''The Eurographics Symposium on Rendering 2004'''. Eurographics, Eurographics Association, 2004.
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* [Martin and Tan 04] Tobias Martin, Tiow-Seng Tan. “Anti-aliasing and Continuity with Trapezoidal Shadow Maps.” ''The Eurographics Symposium on Rendering 2004''. Eurographics, Eurographics Association, 2004.
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+
* [Stamminger and Drettakis 02] Marc Stamminger and George Drettakis. “Perspective Shadow Maps.” ''Proceedings of SIGGRAPH ’02'', pp. 557-562. New York: ACM Press, 2002.
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+
* [Williams 78] Lance Williams. “Casting Curved Shadows on Curved Surfaces.” ''Proceedings of SIGGRAPH ’78'', pp. 270-274. New York: ACM Press, 1978.
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* [Wimmer et al. 04] Michael Wimmer, Daniel Scherzer, Werner Purgathofer. “Light Space Perspective Shadow Maps.” ''The Eurographics Symposium on Rendering 2004''. Eurographics, Eurographics Association, 2004.
* [Zhang et al. 06a] Fan Zhang, Hanqiu Sun, Leilei Xu, Lee Kit Lun. “Parallel-Split Shadow Maps for Large-Scale Virtual Environments.” '''Virtual Reality Continuum and Its Applications''', pp. 311-318.
+
* [Zhang et al. 06a] Fan Zhang, Hanqiu Sun, Leilei Xu, Lee Kit Lun. “Parallel-Split Shadow Maps for Large-Scale Virtual Environments.” ''Virtual Reality Continuum and Its Applications'', pp. 311-318.
* [Zhang et al. 06b] Fan Zhang, Leilei Xu, Chenjun Tao, Hanqiu Sun. “Generalized Linear Perspective Shadow Map Reparameterization.” '''VRCIA ’06: Proceedings of the 2006 ACM International Conference on Virtual Reality Continuum and its Applications''', pp. 339-342. New York: ACM Press, 2006.
+
* [Zhang et al. 06b] Fan Zhang, Leilei Xu, Chenjun Tao, Hanqiu Sun. “Generalized Linear Perspective Shadow Map Reparameterization.” ''VRCIA ’06: Proceedings of the 2006 ACM International Conference on Virtual Reality Continuum and its Applications'', pp. 339-342. New York: ACM Press, 2006.
* [Zhang et al. 08] Fan Zhang, Hanqiu Sun, Chong Zhao, Lifeng Wang. “Generalized Minimum-norm Perspective Shadow Maps.” '''Computer Animation and Virtual Worlds''' 19:5 (2008), 553–567.
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* [Zhang et al. 08] Fan Zhang, Hanqiu Sun, Chong Zhao, Lifeng Wang. “Generalized Minimum-norm Perspective Shadow Maps.” ''Computer Animation and Virtual Worlds'' 19:5 (2008), 553?567.
* [Zhang et al. 09] Fan Zhang, Chong Zhao, Hanqiu Sun. “An Aliasing Theory of Shadow Mapping.” '''TPCG ’09: Proceedings of the Seventh Theory and Practice of Computer Graphics 2009 Conference'''. Eurographics Association, 2009.
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* [Zhang et al. 09] Fan Zhang, Chong Zhao, Hanqiu Sun. “An Aliasing Theory of Shadow Mapping.” ''TPCG ’09: Proceedings of the Seventh Theory and Practice of Computer Graphics 2009 Conference''. Eurographics Association, 2009.
 
=== II 기하 조작===
 
=== II 기하 조작===
 
==== 1 대화식 응용 프로그램을 위한 아주 간단한 테셀레이션====
 
==== 1 대화식 응용 프로그램을 위한 아주 간단한 테셀레이션====
* [Boubekeur and Alexa 08] Tamy Boubekeur and Marc Alexa. “Phong Tessellation. '''ACM Transaction on Graphics - Special Issue on ACM SIGGRAPH Asia 2008''' 27:5 (2008), 1-5.
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* [Boubekeur and Alexa 08] Tamy Boubekeur and Marc Alexa. “Phong Tessellation. ''ACM Transaction on Graphics - Special Issue on ACM SIGGRAPH Asia 2008'' 27:5 (2008), 1-5.
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* [Boubekeur and Schlick 05] Tamy Boubekeur and Christophe Schlick. “Generic Mesh Refinement on GPU.” ''Proceedings of ACM SIGGRAPH/Eurographics Graphics Hardware'', pp. 99-104, 2005.
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+
* [Boubekeur and Schlick 07a] Tamy Boubekeur and Christophe Schlick. ''GPU Gems 3'', Chapter Generic Adaptive Mesh Refinement. Addison-Wesley, 2007.
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+
* [Boubekeur and Schlick 07b] Tamy Boubekeur and Christophe Schlick. “QAS: Real-time Quadratic Approximation of Subdivision Surfaces.” ''Proceedings of Pacific Graphics 2007'', pp. 453-456, 2007.
* [Boubekeur and Schlick 08] Tamy Boubekeur and Christophe Schlick. “A Flexible Kernel for Adaptive Mesh Refinement on GPU.” '''Computer Graphics Forum''' 27:1 (2008), 102-114.
+
* [Boubekeur and Schlick 08] Tamy Boubekeur and Christophe Schlick. “A Flexible Kernel for Adaptive Mesh Refinement on GPU.” ''Computer Graphics Forum'' 27:1 (2008), 102-114.
 
* [Gee 08] K. Gee. “Direct3D 11 Tessellation.” Presentation at Gamefest 2008, 2008.
 
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* [Loop and Schaefer 08] Charle Loop and Scott Schaefer. “Approximating Catmull- Clark Subdivision Surfaces with Bicubic Patches.” ''ACM Transaction on Graphics'' 27:1 (2008), 1-8.
 
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* [Tatarchuk et al. 09] Natalya Tatarchuk, Joshua Barczak, and Bill Bilodeau. “Programming for Real-Time Tessellation on GPU.” Technical report, AMD Inc., 2009.
 
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* [Vlachos et al. 01] Alex Vlachos, Jorg Peters, Chas Boyd, and Jason Mitchell. “Curved PN Triangles.” ''Proceedings of ACM Symposium on Interactive 3D'', pp. 159-166, 2001.
 
==== 2 실시간 규칙 기반 기하 합성====
 
==== 2 실시간 규칙 기반 기하 합성====
* [Ebert et al. 02] David S. Ebert, Kenton F. Musgrave, Darwyn Peachey, Ken Perlin, Steven Worley. '''Texturing and Modeling: A Procedural Approach'''. Morgan Kaufmann, 2002.
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* [Lacz and Hart 04] P. Lacz, JC Hart. “Procedural Geometric Synthesis on the GPU.” '''Proceedings of the ACM Workshop on General Purpose Computing on Graphics Processors''', 2, 2, pp. 23-23. New York: ACM, 2004. 웹 http://graphics.cs.uiuc.edu/~jch/papers/.
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* [Lacz and Hart 04] P. Lacz, JC Hart. “Procedural Geometric Synthesis on the GPU.” ''Proceedings of the ACM Workshop on General Purpose Computing on Graphics Processors'', 2, 2, pp. 23-23. New York: ACM, 2004. 웹 http://graphics.cs.uiuc.edu/~jch/papers/.
 
* [Lipp et al. 08] Markus Lipp, Peter Wonka, Michael Wimmer. “Interactive Visual Editing of Grammars for Procedural Architecture.” 2008. Article no. 102. 웹 http://www.cg.tuwien.ac.at/research/publications/2008/LIPP-2008-IEV/.
 
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==== 3 GPU 기반 NURBS 기하구조 평가 및 렌더링====
 
==== 3 GPU 기반 NURBS 기하구조 평가 및 렌더링====
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* [Guthe et al. 05] Michael Guthe, Akos Balazs, Reinhard Klein. “GPU-based Trimming and Tessellation of NURBS and T-spline Surfaces.” ''ACM Transactions on Graphics'' 24:3(2005), 1016-1023.
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==== 4 컴퓨터 애니메이션과 게임을 위한 다각형-함수 혼성 모형====
 
==== 4 컴퓨터 애니메이션과 게임을 위한 다각형-함수 혼성 모형====
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=== III 렌더링 기법===
 
=== III 렌더링 기법===
 
==== 1 높이 혼합을 이용한 사진트리 변위 매핑====
 
==== 1 높이 혼합을 이용한 사진트리 변위 매핑====
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* [Policarpo 2007] F. Policarpo, M. M. Oliveira. “Relaxed Cone Step Mapping for Relief Mapping.” ''GPU Gems 3'', Hubert Nguyen 엮음, pp. 409-428. Reading, MA: Addison-Wesley Professional, 2007.
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==== 2 기하 셰이더를 이용한 여러 가지 NPR 효과====
 
==== 2 기하 셰이더를 이용한 여러 가지 NPR 효과====
* [Achorn et al. 03] Brett Achorn, Daniel Teece, M. Sheelagh T. Carpendale, Mario Costa Sousa, David Ebert, Bruce Gooch, Victoria Interrante, Lisa M. Streit, Oleg Veryovka. “Theory and Practice of Non-Photorealistic Graphics: Algorithms, Methods, and Production Systems.”  '''SIGGRAPH 2003'''. ACM Press, 2003.
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* [Achorn et al. 03] Brett Achorn, Daniel Teece, M. Sheelagh T. Carpendale, Mario Costa Sousa, David Ebert, Bruce Gooch, Victoria Interrante, Lisa M. Streit, Oleg Veryovka. “Theory and Practice of Non-Photorealistic Graphics: Algorithms, Methods, and Production Systems.”  ''SIGGRAPH 2003''. ACM Press, 2003.
* [Ashikhmin 04] Michael Ashikhmin. “Image-Space Silhouettes for Unprocessed Models.” '''GI ’04: Proceedings of Graphics Interface 2004''', pp. 195-202. School of Computer Science, University of Waterloo, Waterloo, Ontario, Canada: Canadian Human-Computer Communications Society, 2004.
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* [Ashikhmin 04] Michael Ashikhmin. “Image-Space Silhouettes for Unprocessed Models.” ''GI ’04: Proceedings of Graphics Interface 2004'', pp. 195-202. School of Computer Science, University of Waterloo, Waterloo, Ontario, Canada: Canadian Human-Computer Communications Society, 2004.
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* [Card and Mitchell 02] Drew Card, Jason L. Mitchell. “Non-Photorealistic Rendering with Pixel and Vertex Shaders.” ''Direct3D ShaderX: Vertex and Pixel Shader Tips and Tricks'', Wolfgang Engel 엮음. Plano, Texas: Wordware, 2002.
 
* [Dietrich 00] Sim Dietrich. “Cartoon Rendering and Advanced Texture Features of the [[GeForce]] 256 Texture Matrix, Projective Textures, Cube Maps, Texture Coordinate Generation and Dotproduct3 Texture Blending.” Technical report, NVIDIA, 2000.
 
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==== 3 후처리 알파 혼합====
 
==== 3 후처리 알파 혼합====
* [“Dead Code” 09] “Dead Code Elimination.” '''Wikipedia'''. 웹 http://en.wikipedia.org/wiki/Dead_code_elimination, 2009.
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==== 4 가상 텍스처 매핑 입문====
 
==== 4 가상 텍스처 매핑 입문====
 
* [Barret 08] Sean Barret. “Sparse Virtual Textures.” 2008. 웹 http://silverspaceship.com/src/svt/.
 
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* [Kraus and Ertl 02] Martin Kraus, Thomas Ertl. “Adaptive Texture Maps.” ''HWWS ’02: Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Conference on Graphics Hardware'', pp. 7-15. Aire-la-Ville, Switzerland, Switzerland: Eurographics Association, 2002.
 
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124번째 줄: 124번째 줄:
 
=== IV 전역 조명===
 
=== IV 전역 조명===
 
==== 1 간접 조명을 위한 빠른 스텐실 기반 다중 해상도 스플래팅====
 
==== 1 간접 조명을 위한 빠른 스텐실 기반 다중 해상도 스플래팅====
* [Carr et al. 06] Nathan A. Carr, Jared Hoberock, Keenan Crane, John C. Hart. “Fast GPU Ray Tracing of Dynamic Meshes Using Geometry Images.” '''Graphics Interface''', 137, 137, pp. 203-209, 2006.
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* [Carr et al. 06] Nathan A. Carr, Jared Hoberock, Keenan Crane, John C. Hart. “Fast GPU Ray Tracing of Dynamic Meshes Using Geometry Images.” ''Graphics Interface'', 137, 137, pp. 203-209, 2006.
* [Dachsbacher and Stamminger 05] Carsten Dachsbacher, Marc Stamminger. “Reflective Shadow Maps.” '''Symposium on Interactive 3D Graphics and Games''', pp. 203-208, 2005.
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* [Dachsbacher and Stamminger 05] Carsten Dachsbacher, Marc Stamminger. “Reflective Shadow Maps.” ''Symposium on Interactive 3D Graphics and Games'', pp. 203-208, 2005.
* [Dachsbacher and Stamminger 06] Carsten Dachsbacher, Marc Stamminger. “Splatting Indirect Illumination.” '''Symposium on Interactive 3D Graphics and Games''', pp. 93-100, 2006.
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* [Dachsbacher and Stamminger 06] Carsten Dachsbacher, Marc Stamminger. “Splatting Indirect Illumination.” ''Symposium on Interactive 3D Graphics and Games'', pp. 93-100, 2006.
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* [Keller 97] Alexander Keller. “Instant Radiosity.” ''Proceedings of SIGGRAPH'', pp. 49-54, 1997.
 
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* [Lafortune and Willems 93] Eric Lafortune, Yves Willems. “Bi-Directional Path Tracing.” 0, pp. 145-153, 1993.
* [McGuire and Luebke 09] Morgan McGuire, David Luebke. “Hardware- Accelerated Global Illumination by Image Space Photon Mapping.” '''High Performance Graphics''', pp. 77-89, 2009.
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* [McGuire and Luebke 09] Morgan McGuire, David Luebke. “Hardware- Accelerated Global Illumination by Image Space Photon Mapping.” ''High Performance Graphics'', pp. 77-89, 2009.
* [Nichols and Wyman 09] Greg Nichols, Chris Wyman. “Multiresolution Splatting for Indirect Illumination.” '''Symposium on Interactive 3D Graphics and Games''', pp. 83-90, 2009.
+
* [Nichols and Wyman 09] Greg Nichols, Chris Wyman. “Multiresolution Splatting for Indirect Illumination.” ''Symposium on Interactive 3D Graphics and Games'', pp. 83-90, 2009.
* [Ritschel et al. 09] Tobias Ritschel, Thorsten Grosch, Hans-Peter Seidel. “Approximating Dynamic Global Illumination in Image Space.” '''Symposium on Interactive 3D Graphics and Games''', pp. 75-82, 2009.
+
* [Ritschel et al. 09] Tobias Ritschel, Thorsten Grosch, Hans-Peter Seidel. “Approximating Dynamic Global Illumination in Image Space.” ''Symposium on Interactive 3D Graphics and Games'', pp. 75-82, 2009.
 
==== 2 화면 공간 지향광 차폐====
 
==== 2 화면 공간 지향광 차폐====
* [Bunnell 06] M Bunnell. “Dynamic Ambient Occlusion and Indirect Lighting.” '''GPU Gems 2''', W. Engel 엮음, pp. 223-233. Addison-Wesley, 2006.
+
* [Bunnell 06] M Bunnell. “Dynamic Ambient Occlusion and Indirect Lighting.” ''GPU Gems 2'', W. Engel 엮음, pp. 223-233. Addison-Wesley, 2006.
* [Hoberock and Jia 07] Jared Hoberock, Yuntao Jia. “High-Quality Ambient Occlusion.” '''GPU Gems 3''', Chapter 12. Reading, MA: Addison-Wesley, 2007.
+
* [Hoberock and Jia 07] Jared Hoberock, Yuntao Jia. “High-Quality Ambient Occlusion.” ''GPU Gems 3'', Chapter 12. Reading, MA: Addison-Wesley, 2007.
* [Landis 02] H. Landis. “[[RenderMan]] in Production.” '''ACM SIGGRAPH 2002 Course 16''', 2002.
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* [Landis 02] H. Landis. “[[RenderMan]] in Production.” ''ACM SIGGRAPH 2002 Course 16'', 2002.
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* [Mittring 07] Martin Mittring. “Finding Next-Gen: [[CryEngine]] 2.” '''SIGGRAPH ’07: ACM SIGGRAPH 2007 courses''', pp. 97-121. New York: ACM, 2007.
+
* [Mittring 07] Martin Mittring. “Finding Next-Gen: [[CryEngine]] 2.” ''SIGGRAPH ’07: ACM SIGGRAPH 2007 courses'', pp. 97-121. New York: ACM, 2007.
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* [Pham and van Vliet 05] T.Q. Pham, L.J. van Vliet. “Separable Bilateral Filtering for Fast Video Preprocessing.”''IEEE International Conference on Multimedia and Expo''.
* [Reinbothe et al. 09] Christoph Reinbothe, Tamy Boubekeur, Marc Alexa. “Hybrid Ambient Occlusion.”'''EUROGRAPHICS 2009 Areas Papers'''.
+
* [Reinbothe et al. 09] Christoph Reinbothe, Tamy Boubekeur, Marc Alexa. “Hybrid Ambient Occlusion.”''EUROGRAPHICS 2009 Areas Papers''.
* [Ritschel et al. 09] Tobias Ritschel, Thorsten Grosch, Hans-Peter Seidel. “Approximating Dynamic Global Illumination in Image Space.” '''Proceedings ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games(I3D) 2009''', pp. 75-82, 2009.
+
* [Ritschel et al. 09] Tobias Ritschel, Thorsten Grosch, Hans-Peter Seidel. “Approximating Dynamic Global Illumination in Image Space.” ''Proceedings ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games(I3D) 2009'', pp. 75-82, 2009.
* [Segovia et al. 06] Benjamin Segovia, Jean-Claude Iehl, Richard Mitanchey, Bernard Peroche. “Non-interleaved Deferred Shading of Interleaved Sample Patterns.” '''SIGGRAPH/Eurographics Graphics Hardware''', 2006.
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* [Shanmugam and Arikan 07] Perumaal Shanmugam, Okan Arikan. “Hardware Accelerated Ambient Occlusion Techniques on GPUs.” '''Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games''', pp. 73-80. ACM, 2007.
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==== 3 기하 임포스터를 이용한 실시간 다중 반사 광선 추적====
 
==== 3 기하 임포스터를 이용한 실시간 다중 반사 광선 추적====
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=== V 이미지 공간===
 
=== V 이미지 공간===
 
==== 1 GPU에서 비등방 Kuwahara 필터링 구현하기====
 
==== 1 GPU에서 비등방 Kuwahara 필터링 구현하기====
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==== 2 후처리를 이용한 경계선 앨리어싱 제거====
 
==== 2 후처리를 이용한 경계선 앨리어싱 제거====
* [Beyond3D 09] “List of Rendering Resolutions and Basics on Hardware Scaling, MSAA, Framebuffers.” '''Beyond3D'''. 웹 http://forum.beyond3d.com/showthread.php?t=46241, 14 2009년 9월.
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* [Beyond3D 09] “List of Rendering Resolutions and Basics on Hardware Scaling, MSAA, Framebuffers.” ''Beyond3D''. 웹 http://forum.beyond3d.com/showthread.php?t=46241, 14 2009년 9월.
 
* [Huddy 08] Richard Huddy. DirectX 10.1. Game Developer’s Conference, 2008.
 
* [Huddy 08] Richard Huddy. DirectX 10.1. Game Developer’s Conference, 2008.
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* [Koonce 07] Rusty Koonce. “Deferred Shading in Tabula Rasa.” ''GPU Gems 3'', Hubert Nguyen 엮음, pp. 429-457. Boston: Addison-Wesley, 2008.
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* [Myers 07] Kevin Myers and Louis Bavoil. 2007. “Stencil Routed A-Buffer.” ''ACM SIGGRAPH 2007 Sketches'' (2007).
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* [Shishkovtso 05] Oles Shishkovtso. “Deferred Rendering in S.T.A.L.K.E.R.” ''GPU Gems 2'', Matt Pharr, Randima Fernando 엮음. Boston: Addison-Wesley, 2005.
* [Thurmer 98] Grit Thurmer and Charles A. Wuthrich. “Computing Vertex Normals from Polygonal Facets.” '''Journal of Graphics Tools''' 3:1(Mar. 1998), 43-46.
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* [Thurmer 98] Grit Thurmer and Charles A. Wuthrich. “Computing Vertex Normals from Polygonal Facets.” ''Journal of Graphics Tools'' 3:1(Mar. 1998), 43-46.
 
* [Valient 07] Michal Valient. “Deferred Rendering in Killzone 2.” Develop Conference, Brighton, UK, 2007년 7월.
 
* [Valient 07] Michal Valient. “Deferred Rendering in Killzone 2.” Develop Conference, Brighton, UK, 2007년 7월.
 
* [Young 07] Peter Young. “CSAA(Coverage Sampling Anti-Aliasing).” Technical Report, NVIDIA Corporation, 2007.
 
* [Young 07] Peter Young. “CSAA(Coverage Sampling Anti-Aliasing).” Technical Report, NVIDIA Corporation, 2007.
 
==== 3 플로이드-스타인버그 하프토닝을 이용한 환경 매핑====
 
==== 3 플로이드-스타인버그 하프토닝을 이용한 환경 매핑====
* [Burke et al. 04] David Burke, Abhijeet Ghosh, Wolfgang Heidrich. “Bidirectional Importance Sampling for Illumination from Environment Maps.” '''ACM SIGGRAPH 2004 Sketches''', p. 112, 2004.
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* [Burke et al. 04] David Burke, Abhijeet Ghosh, Wolfgang Heidrich. “Bidirectional Importance Sampling for Illumination from Environment Maps.” ''ACM SIGGRAPH 2004 Sketches'', p. 112, 2004.
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* [Debevec 98] Paul Debevec. “Rendering Synthetic Objects Into Real Scenes: Bridging Traditional and Image-Based Graphics with Global Illumination and High Dynamic Range Photography.” ''SIGGRAPH ’98'', pp. 189-198, 1998.
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* [Kang 99] Henry R. Kang. ''Digital Color Halftoning''. Bellingham, WA: SPIE Press, 1999.
* [Kollig and Keller 03] Thomas Kollig, Alexander. Keller. “Efficient Illumination by High Dynamic Range Images.” '''Eurographics Symposium on Rendering''', pp. 45-51, 2003.
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* [Kollig and Keller 03] Thomas Kollig, Alexander. Keller. “Efficient Illumination by High Dynamic Range Images.” ''Eurographics Symposium on Rendering'', pp. 45-51, 2003.
* [Ostromoukhov et al. 04] Victor Ostromoukhov, Charles Donohue, Pierre- Marc Jodoin. “Fast Hierarchical Importance Sampling with Blue Noise Properties.” '''ACM Transactions on Graphics''' 23:3(2004), 488-498.
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* [Ostromoukhov et al. 04] Victor Ostromoukhov, Charles Donohue, Pierre- Marc Jodoin. “Fast Hierarchical Importance Sampling with Blue Noise Properties.” ''ACM Transactions on Graphics'' 23:3(2004), 488-498.
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+
* [Szirmay-Kalos and Szecsi 09] Laszlo Szirmay-Kalos, Laszlo Szecsi. “Deterministic Importance Sampling with Error Diffusion.” ''Computer Graphics Forum(EG Symposium on Rendering)'' 28:4(2009), 1056-1064.
* [Szirmay-Kalos et al. 09] Laszlo Szirmay-Kalos, László Szécsi, Anton Penzov. “Importance Sampling with Floyd-Steinberg Halftoning.” '''Eurographics 09, Short Papers''', pp. 69-72, 2009.
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* [Szirmay-Kalos et al. 09] Laszlo Szirmay-Kalos, Laszlo Szecsi, Anton Penzov. “Importance Sampling with Floyd-Steinberg Halftoning.” ''Eurographics 09, Short Papers'', pp. 69-72, 2009.
* [Talbot et al. 05] Justin Talbot, David Cline, Parris K. Egbert. “Importance Resampling for Global Illumination.” '''Rendering Techniques''', pp. 139-146, 2005.
+
* [Talbot et al. 05] Justin Talbot, David Cline, Parris K. Egbert. “Importance Resampling for Global Illumination.” ''Rendering Techniques'', pp. 139-146, 2005.
 
==== 4 입도별 차폐 선별을 위한 계통적 항목 버퍼====
 
==== 4 입도별 차폐 선별을 위한 계통적 항목 버퍼====
* [Bittner et al. 04] Jiří Bittner, Michael Wimmer, Harald Piringer, Werner Purgathofer. “Coherent Hierarchical Culling: Hardware Occlusion Queries Made Useful.” '''Computer Graphics Forum''' 23:3(2004), 615-624. Proceedings EUROGRAPHICS 2004.
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* [Bittner et al. 04] Ji?i Bittner, Michael Wimmer, Harald Piringer, Werner Purgathofer. “Coherent Hierarchical Culling: Hardware Occlusion Queries Made Useful.” ''Computer Graphics Forum'' 23:3(2004), 615-624. Proceedings EUROGRAPHICS 2004.
* [Engelhardt and Dachsbacher 09] Thomas Engelhardt, Carsten Dachsbacher. “Granular Visibility Queries on the GPU.” '''I3D ’09: Proceedings of the 2009 Symposium on Interactive 3D Graphics and Games''', pp. 161-167. New York: ACM, 2009.
+
* [Engelhardt and Dachsbacher 09] Thomas Engelhardt, Carsten Dachsbacher. “Granular Visibility Queries on the GPU.” ''I3D ’09: Proceedings of the 2009 Symposium on Interactive 3D Graphics and Games'', pp. 161-167. New York: ACM, 2009.
* [Lloyd et al. 04] Brandon Lloyd, Jeremy Wend, Naga K. Govindaraju, Dinesh Manocha. “CC Shadow Volumes.” '''Rendering Techniques''', pp. 197-206, 2004.
+
* [Lloyd et al. 04] Brandon Lloyd, Jeremy Wend, Naga K. Govindaraju, Dinesh Manocha. “CC Shadow Volumes.” ''Rendering Techniques'', pp. 197-206, 2004.
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+
* [Scheuermann and Hensley 07] Thorsten Scheuermann, Justin Hensley. “Efficient Histogram Generation Using Scattering on GPUs.” ''I3D ’07: Proceedings of the 2007 Symposium on Interactive 3D Graphics and Games'', pp. 33- 37. New York: ACM, 2007.
* [Weghorst et al. 84] Hank Weghorst, Gary Hooper, Donald P. Greenberg. “Improved Computational Methods for Ray Tracing.” '''ACM Transactions on Graphics '''3:1(1984), 52-69.
+
* [Weghorst et al. 84] Hank Weghorst, Gary Hooper, Donald P. Greenberg. “Improved Computational Methods for Ray Tracing.” ''ACM Transactions on Graphics ''3:1(1984), 52-69.
 
==== 5 사실적인 피사계 심도 효과를 위한 후보정 과정====
 
==== 5 사실적인 피사계 심도 효과를 위한 후보정 과정====
* [Cook et al. 84] Robert L. Cook, Thomas Porter, Loren Carpenter. “Distributed Ray Tracing.” '''Proceedings of SIGGRAPH ’84''', 26, 26, 1984.
+
* [Cook et al. 84] Robert L. Cook, Thomas Porter, Loren Carpenter. “Distributed Ray Tracing.” ''Proceedings of SIGGRAPH ’84'', 26, 26, 1984.
* [Cyril et al. 05] Pichard Cyril, Michelin Sylvain, Tubach Olivier. “Photographic Depth of Field Blur Rendering.” '''Proceedings of WSCG 2005''', 2005.
+
* [Cyril et al. 05] Pichard Cyril, Michelin Sylvain, Tubach Olivier. “Photographic Depth of Field Blur Rendering.” ''Proceedings of WSCG 2005'', 2005.
* [Demers 04] Joe Demers. “Depth of Field: A Survey of Techniques.” '''GPU Gems''', pp. 375-390. Boston: Addison-Wesley, 2004.
+
* [Demers 04] Joe Demers. “Depth of Field: A Survey of Techniques.” ''GPU Gems'', pp. 375-390. Boston: Addison-Wesley, 2004.
* [Kass et al. 06] Michael Kass, Aaron Lefohn, John Owen. “Interactive Depth of Field Using Simulated Diffusion on a GPU.” '''Technical Report'''.
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* [Kraus and Strengert 07] M. Kraus, M. Strengert. “Depth-of-Field Rendering by Pyramidal Image Processing.” '''Proceedings of Eurographics 2007''', pp. 584-599, 2007.
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* [Kraus and Strengert 07] M. Kraus, M. Strengert. “Depth-of-Field Rendering by Pyramidal Image Processing.” ''Proceedings of Eurographics 2007'', pp. 584-599, 2007.
* [Lokovic and Veach 00] Tom Lokovic, Eric Veach. “Deep Shadow Maps.” '''Proceedings of SIGGRAPH 2000''', 2000.
+
* [Lokovic and Veach 00] Tom Lokovic, Eric Veach. “Deep Shadow Maps.” ''Proceedings of SIGGRAPH 2000'', 2000.
 
==== 6 실시간 화면 공간 구름 조명====
 
==== 6 실시간 화면 공간 구름 조명====
 
* [Hoffman and Preetham 02] Naty Hoffman, Arcot J Preetham. “Rendering Outdoor Light Scattering in Real Time.” 웹 http://ati.amd.com/developer/dx9/ATI-LightScattering.pdf.
 
* [Hoffman and Preetham 02] Naty Hoffman, Arcot J Preetham. “Rendering Outdoor Light Scattering in Real Time.” 웹 http://ati.amd.com/developer/dx9/ATI-LightScattering.pdf.
* [Kozlov 04] Simon Kozlov. “Perspective Shadow Maps: Care and Feeding.” '''GPU Gems''', Randima Fernando 엮음. Boston: Addison-Wesley, 2004. 웹 http://developer.nvidia.com/GPUGems/gpugems_ch14.html.
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* [Kozlov 04] Simon Kozlov. “Perspective Shadow Maps: Care and Feeding.” ''GPU Gems'', Randima Fernando 엮음. Boston: Addison-Wesley, 2004. 웹 http://developer.nvidia.com/GPUGems/gpugems_ch14.html.
* [Mitchell 07] Kenny Mitchell. “Volumetric Light Scattering as a Post-Process.” '''GPU Gems 3''', Hubert Nguyen 엮음. Boston: Addison-Wesley, 2007. 웹 http://developer.nvidia.com/GPUGems3/gpugems3_ch13.html.
+
* [Mitchell 07] Kenny Mitchell. “Volumetric Light Scattering as a Post-Process.” ''GPU Gems 3'', Hubert Nguyen 엮음. Boston: Addison-Wesley, 2007. 웹 http://developer.nvidia.com/GPUGems3/gpugems3_ch13.html.
 
==== 7 화면 공간 표면하 산란====
 
==== 7 화면 공간 표면하 산란====
* [d’Eon and Luebke 07] Eugene d’Eon, David Luebke. “Advanced Techniques for Realistic Real-Time Skin Rendering.” '''GPU Gems 3''', Hubert Nguyen 엮음, Chapter 14, pp. 293-347. Addison Wesley, 2007.
+
* [d’Eon and Luebke 07] Eugene d’Eon, David Luebke. “Advanced Techniques for Realistic Real-Time Skin Rendering.” ''GPU Gems 3'', Hubert Nguyen 엮음, Chapter 14, pp. 293-347. Addison Wesley, 2007.
* [Gillham 06] David Gillham. “Real-time Depth-of-Field Implemented with a Postprocessing-Only Technique.” '''ShaderX5''', Wolfgang Engel 엮음, Chapter 3.1, pp. 163-175. Charles River Media, 2006.
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* [Gillham 06] David Gillham. “Real-time Depth-of-Field Implemented with a Postprocessing-Only Technique.” ''ShaderX5'', Wolfgang Engel 엮음, Chapter 3.1, pp. 163-175. Charles River Media, 2006.
* [Gritz and d’Eon 07] Larry Gritz, Eugene d’Eon. “The Importance of Being Linear.” '''GPU Gems 3''', Hubert Nguyen 엮음, Chapter 24, pp. 529-542. Addison Wesley, 2007.
+
* [Gritz and d’Eon 07] Larry Gritz, Eugene d’Eon. “The Importance of Being Linear.” ''GPU Gems 3'', Hubert Nguyen 엮음, Chapter 24, pp. 529-542. Addison Wesley, 2007.
* [Hable et al. 09] John Hable, George Borshukov, Jim Hejl. “Fast Skin Shading.” '''ShaderX7''', Wolfgang Engel 엮음, Chapter 2.4, pp. 161-173. Charles River Media, 2009.
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* [Hable et al. 09] John Hable, George Borshukov, Jim Hejl. “Fast Skin Shading.” ''ShaderX7'', Wolfgang Engel 엮음, Chapter 2.4, pp. 161-173. Charles River Media, 2009.
* [Jensen et al. 01] Henrik Wann Jensen, Steve Marschner, Marc Levoy, Pat Hanrahan. “A Practical Model for Subsurface Light Transport.” '''Proceedings of ACM SIGGRAPH 2001''', pp. 511-518, 2001.
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* [Jensen et al. 01] Henrik Wann Jensen, Steve Marschner, Marc Levoy, Pat Hanrahan. “A Practical Model for Subsurface Light Transport.” ''Proceedings of ACM SIGGRAPH 2001'', pp. 511-518, 2001.
* [Jimenez and Gutierrez 08] Jorge Jimenez, Diego Gutierrez. “Faster Rendering of Human Skin.” '''CEIG''', pp. 21-28, 2008.
+
* [Jimenez and Gutierrez 08] Jorge Jimenez, Diego Gutierrez. “Faster Rendering of Human Skin.” ''CEIG'', pp. 21-28, 2008.
* [Jimenez et al. 09] Jorge Jimenez, Veronica Sundstedt, Diego Gutierrez. “Screen-Space Perceptual Rendering of Human Skin.” '''ACM Transactions on Applied Perception'''.
+
* [Jimenez et al. 09] Jorge Jimenez, Veronica Sundstedt, Diego Gutierrez. “Screen-Space Perceptual Rendering of Human Skin.” ''ACM Transactions on Applied Perception''.
 
=== VI  휴대용 기기===
 
=== VI  휴대용 기기===
 
==== 3 iPhone 3GS 그래픽 개발 및 최적화 전략====
 
==== 3 iPhone 3GS 그래픽 개발 및 최적화 전략====
 
* [POWERVR 09] Imagination Technologies. “POWERVR SGX OpenGL ES 2.0 Application Development Recommendations.” 2009
 
* [POWERVR 09] Imagination Technologies. “POWERVR SGX OpenGL ES 2.0 Application Development Recommendations.” 2009
 
* [Apple 09] Apple Inc. “The Objective-C 2.0 Programming Guide.” 2009. 웹 http:// developer.apple.com/iphone/library/documentation/Cocoa/Conceptual/ ObjectiveC/ObjC.pdf
 
* [Apple 09] Apple Inc. “The Objective-C 2.0 Programming Guide.” 2009. 웹 http:// developer.apple.com/iphone/library/documentation/Cocoa/Conceptual/ ObjectiveC/ObjC.pdf
* [Fenney 03] Simon Fenney. “Texture Compression using Low-Frequency Signal Modulation.” '''Graphics Hardware'''. White paper, 2003. 웹 http://www.imgtec.com/whitepapers/PVRTextureCompression.pdf.
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* [Fenney 03] Simon Fenney. “Texture Compression using Low-Frequency Signal Modulation.” ''Graphics Hardware''. White paper, 2003. 웹 http://www.imgtec.com/whitepapers/PVRTextureCompression.pdf.
 
==== 4 이동기기용 3D UI 엔진의 최적화====
 
==== 4 이동기기용 3D UI 엔진의 최적화====
* [Munshi et al. 08] Aaftab Munshi, Dan Ginsburg, Dave Shreiner. '''OpenGL(R) ES 2.0 Programming Guide'''. Boston: Addison-Wesley Professional, 2008.
+
* [Munshi et al. 08] Aaftab Munshi, Dan Ginsburg, Dave Shreiner. ''OpenGL(R) ES 2.0 Programming Guide''. Boston: Addison-Wesley Professional, 2008.
* [Pulli et al. 07] Kari Pulli, Jani Vaarala, Ville Miettinen, Tomi Aarnio, Kimmo Roimela. '''Mobile 3D Graphics: with OpenGL ES and M3G'''. San Francisco: Morgan Kaufmann, 2007.
+
* [Pulli et al. 07] Kari Pulli, Jani Vaarala, Ville Miettinen, Tomi Aarnio, Kimmo Roimela. ''Mobile 3D Graphics: with OpenGL ES and M3G''. San Francisco: Morgan Kaufmann, 2007.
* [Beets 09] Kristof Beets, Mikael Gustavsson, Erik Olsson. “Optimizing your first OpenGL ES Applications.” '''ShaderX7: Advanced Rendering Techniques'''. Boston: Charles River Media, 2009.
+
* [Beets 09] Kristof Beets, Mikael Gustavsson, Erik Olsson. “Optimizing your first OpenGL ES Applications.” ''ShaderX7: Advanced Rendering Techniques''. Boston: Charles River Media, 2009.
* [Catterall 09] Ken Catterall. “Optimised Shaders for Advanced Graphical User Interfaces.” '''ShaderX7: Advanced Rendering Techniques'''. Boston: Charles River Media, 2009.
+
* [Catterall 09] Ken Catterall. “Optimised Shaders for Advanced Graphical User Interfaces.” ''ShaderX7: Advanced Rendering Techniques''. Boston: Charles River Media, 2009.
 
* [Khronos 09] Khronos OpenGL ES. 2009. 웹 http://www.khronos.org/opengles/.
 
* [Khronos 09] Khronos OpenGL ES. 2009. 웹 http://www.khronos.org/opengles/.
 
* [Imagination Technologies 09] Khronos OpenGL ES 2.0 SDKs for POWERVR SGX. 2009. 웹 http://www.imgtec.com/powervr/insider/sdk/KhronosOpenGLES2xSGX.asp.
 
* [Imagination Technologies 09] Khronos OpenGL ES 2.0 SDKs for POWERVR SGX. 2009. 웹 http://www.imgtec.com/powervr/insider/sdk/KhronosOpenGLES2xSGX.asp.
224번째 줄: 224번째 줄:
 
=== VII 그림자===
 
=== VII 그림자===
 
==== 1 전통적인 그림자 필터링의 속도 개선====
 
==== 1 전통적인 그림자 필터링의 속도 개선====
* [Annen et al. 07] Thomas Annen, Tom Mertens, Philippe Bekaert, Hans-Peter Seidel, Jan Kautz. “Convolution Shadow Maps.” '''Eurographics Symposium on Rendering''' 18(2007).
+
* [Annen et al. 07] Thomas Annen, Tom Mertens, Philippe Bekaert, Hans-Peter Seidel, Jan Kautz. “Convolution Shadow Maps.” ''Eurographics Symposium on Rendering'' 18(2007).
* [Donnelly et al. 06] William Donnelly, Andrew Lauritzen. “Variance Shadow Maps.” '''SI3D ’06: Proceedings of the 2006 Symposium on Interactive 3D Graphics and Games''' (2006), 161-165.
+
* [Donnelly et al. 06] William Donnelly, Andrew Lauritzen. “Variance Shadow Maps.” ''SI3D ’06: Proceedings of the 2006 Symposium on Interactive 3D Graphics and Games'' (2006), 161-165.
 
* [Dmitriev et al. 07] Kirill Dmitriev, Yury Uralsky. “Soft Shadows Using Hierarchical Min-Max Shadow Maps.” Presented at Game Developers Conference, San Francisco, March 5-9, 2007. 웹 http://developer.download.nvidia.com/presentations/2007/gdc/SoftShadows.pdf.
 
* [Dmitriev et al. 07] Kirill Dmitriev, Yury Uralsky. “Soft Shadows Using Hierarchical Min-Max Shadow Maps.” Presented at Game Developers Conference, San Francisco, March 5-9, 2007. 웹 http://developer.download.nvidia.com/presentations/2007/gdc/SoftShadows.pdf.
* [Fernando 05] Randima Fernando. “Percentage-Closer Soft Shadows.” '''International Conference on Computer Graphics and Interactive Techniques 35''' (2005). 웹 http:// download.nvidia.com/developer/presentations/2005/GDC/Sponsored_Day/ Percentage_Closer_Soft_Shadows.pdf.
+
* [Fernando 05] Randima Fernando. “Percentage-Closer Soft Shadows.” ''International Conference on Computer Graphics and Interactive Techniques 35'' (2005). 웹 http:// download.nvidia.com/developer/presentations/2005/GDC/Sponsored_Day/ Percentage_Closer_Soft_Shadows.pdf.
* [Gruen 07] Holger Grun. “Approximate Cumulative Distribution Function Shadow Mapping.” '''ShaderX6 Advanced Rendering Techniques''', edited by Wolfgang Engel. Boston: Charles River Media, 2007, 239-256.
+
* [Gruen 07] Holger Grun. “Approximate Cumulative Distribution Function Shadow Mapping.” ''ShaderX6 Advanced Rendering Techniques'', edited by Wolfgang Engel. Boston: Charles River Media, 2007, 239-256.
* [Gumbau et al. 10] Jesus Gumbau, Miguel Chover, Mateu Sbert. “Screen- Space Soft Shadows.” '''GPUPro Advanced Rendering Techniques''', edited by Wolfgang Engel. Natick, MA: A K Peters, 2010.
+
* [Gumbau et al. 10] Jesus Gumbau, Miguel Chover, Mateu Sbert. “Screen- Space Soft Shadows.” ''GPUPro Advanced Rendering Techniques'', edited by Wolfgang Engel. Natick, MA: A K Peters, 2010.
* [Soler et al. 98] C. Solor, F. Sillion,. “Fast Calculation of Soft Shadow Textures Using Convolution.” '''Computer Graphics(SIGGRAPH ’98 Proceedings)''' (1998): 321-32.
+
* [Soler et al. 98] C. Solor, F. Sillion,. “Fast Calculation of Soft Shadow Textures Using Convolution.” ''Computer Graphics(SIGGRAPH ’98 Proceedings)'' (1998): 321-32.
* [Williams 78] Lance Williams. “Casting curved shadows on curved surfaces.” '''Computer Graphics(SIGGRAPH ’78 Proceedings)''' 12(1978): 270-274.
+
* [Williams 78] Lance Williams. “Casting curved shadows on curved surfaces.” ''Computer Graphics(SIGGRAPH ’78 Proceedings)'' 12(1978): 270-274.
 
==== 2 혼성 최대·최소 평면 기반 그림자 맵====
 
==== 2 혼성 최대·최소 평면 기반 그림자 맵====
 
* [Dmitriev et al. 07] Kirill Dmitriev, Yury Uralsky. “Soft Shadows Using Hierarchical Min-Max Shadow Maps.” Presented at Game Developers Conference, San Francisco, 2007년 3월 5-9일. 웹 http://developer.download.nvidia.com/presentations/2007/gdc/SoftShadows.pdf
 
* [Dmitriev et al. 07] Kirill Dmitriev, Yury Uralsky. “Soft Shadows Using Hierarchical Min-Max Shadow Maps.” Presented at Game Developers Conference, San Francisco, 2007년 3월 5-9일. 웹 http://developer.download.nvidia.com/presentations/2007/gdc/SoftShadows.pdf
 
* [Lobanchikov et al. 09] I. Lobanchikov, H. Gruen, “Stalker: Clear Sky―A Showcase for Direct3D 10.0/1.” Presented at Game Developers Conference, San Francisco, 2009년 3월 23-27일. 웹  http://www.gdconf.com/conference/Tutorial.
 
* [Lobanchikov et al. 09] I. Lobanchikov, H. Gruen, “Stalker: Clear Sky―A Showcase for Direct3D 10.0/1.” Presented at Game Developers Conference, San Francisco, 2009년 3월 23-27일. 웹  http://www.gdconf.com/conference/Tutorial.
 
==== 3 4면체 매핑을 이용한 무지향광 그림자 매핑====
 
==== 3 4면체 매핑을 이용한 무지향광 그림자 매핑====
* [Williams 78] Lance Williams. “Casting Curved Shadows on Curved Surfaces.” '''Computer Graphics(SIGGRAPH ’78 Proceedings)''' 12.3(1978): 270-274.
+
* [Williams 78] Lance Williams. “Casting Curved Shadows on Curved Surfaces.” ''Computer Graphics(SIGGRAPH ’78 Proceedings)'' 12.3(1978): 270-274.
* [Voorhies and Foran 94] Douglas Voorhies, Jim Foran. “Reflection Vector Shading Hardware.” '''Proceedings of SIGGRAPH ’94''' (1994): 163-166.
+
* [Voorhies and Foran 94] Douglas Voorhies, Jim Foran. “Reflection Vector Shading Hardware.” ''Proceedings of SIGGRAPH ’94'' (1994): 163-166.
* [Heidrich and Seidel 98] Wolfgang Heidrich, Hans-Peter Seidel. “View- Independent Environment Maps.” '''1998 SIGGRAPH / Eurographics Workshop on Graphics Hardware''' (1998): 39-46.
+
* [Heidrich and Seidel 98] Wolfgang Heidrich, Hans-Peter Seidel. “View- Independent Environment Maps.” ''1998 SIGGRAPH / Eurographics Workshop on Graphics Hardware'' (1998): 39-46.
 
==== 4 화면 공간 부드러운 그림자====
 
==== 4 화면 공간 부드러운 그림자====
* [Annen et al. 08] Thomas Annen, Zhao Dong, Tom Mertens, Philippe Bekaert, Hans-Peter Seidel, Jan Kautz. “Real-Time, All-Frequency Shadows in Dynamic Scenes.” '''Proceedings of SIGGRAPH''' 3(2008), 1-8.
+
* [Annen et al. 08] Thomas Annen, Zhao Dong, Tom Mertens, Philippe Bekaert, Hans-Peter Seidel, Jan Kautz. “Real-Time, All-Frequency Shadows in Dynamic Scenes.” ''Proceedings of SIGGRAPH'' 3(2008), 1-8.
* [Bavoil 08a] Louis Bavoil. “Advanced Soft Shadow Mapping Techniques.” '''Game Developers Conference'''.
+
* [Bavoil 08a] Louis Bavoil. “Advanced Soft Shadow Mapping Techniques.” ''Game Developers Conference''.
* [Bavoil 08b] Louis Bavoil. “Percentage-Closer Soft Shadows.” '''NVIDIA'''. Available online(http://developer.download.nvidia.com/SDK/10.5/direct3d/samples.html).
+
* [Bavoil 08b] Louis Bavoil. “Percentage-Closer Soft Shadows.” ''NVIDIA''. Available online(http://developer.download.nvidia.com/SDK/10.5/direct3d/samples.html).
* [Donnelly and Lauritzen 06] William Donnelly, Andrew Lauritzen. “Variance Shadow Maps.” '''Proceedings of the 2006 Symposium on Interactive 3D Graphics and Game'''s, pp. 161-165, 2006.
+
* [Donnelly and Lauritzen 06] William Donnelly, Andrew Lauritzen. “Variance Shadow Maps.” ''Proceedings of the 2006 Symposium on Interactive 3D Graphics and Game''s, pp. 161-165, 2006.
* [Engel 08] Wolfgang Engel. “Designing a Renderer for Multiple Lights: The Light Pre-Pass Renderer.” '''ShaderX7''' : '''Advanced rendering techniques'''.
+
* [Engel 08] Wolfgang Engel. “Designing a Renderer for Multiple Lights: The Light Pre-Pass Renderer.” ''ShaderX7'' : ''Advanced rendering techniques''.
* [Fernando 05] Randima Fernando. “Percentage-Closer Soft Shadows.” '''SIGGRAPH ’05: ACM SIGGRAPH 2005 Sketches''', p. 35, 2005.
+
* [Fernando 05] Randima Fernando. “Percentage-Closer Soft Shadows.” ''SIGGRAPH ’05: ACM SIGGRAPH 2005 Sketches'', p. 35, 2005.
* [Geusebroek and Smeulders 03] Jan M. Geusebroek, Arnold W. M. Smeulders. “Fast Anisotropic Gauss Filtering.” '''IEEE Transactions on Image Processing''' 12:8(2003), 99-112.
+
* [Geusebroek and Smeulders 03] Jan M. Geusebroek, Arnold W. M. Smeulders. “Fast Anisotropic Gauss Filtering.” ''IEEE Transactions on Image Processing'' 12:8(2003), 99-112.
* [Hasenfratz et al. 03] Jean-Marc Hasenfratz, Marc Lapierre, Nicolas Holzschuch, Francois Sillion. “A Survey of Real-Time Soft Shadows Algorithms.” '''Computer Graphics Forum''' 22:4(2003), 753-774.
+
* [Hasenfratz et al. 03] Jean-Marc Hasenfratz, Marc Lapierre, Nicolas Holzschuch, Francois Sillion. “A Survey of Real-Time Soft Shadows Algorithms.” ''Computer Graphics Forum'' 22:4(2003), 753-774.
* [Reeves et al. 87] William T. Reeves, David H. Salesin, Robert L. Cook. “Rendering Antialiased Shadows with Depth Maps.” '''SIGGRAPH ’87''' 21:4 (1987), 283-291.
+
* [Reeves et al. 87] William T. Reeves, David H. Salesin, Robert L. Cook. “Rendering Antialiased Shadows with Depth Maps.” ''SIGGRAPH ’87'' 21:4 (1987), 283-291.
* [Salvi 07] Marco Salvi. “Rendering Filtered Shadows with Exponential Shadow Maps.” '''ShaderX6''' : '''Advanced rendering techniques'''.
+
* [Salvi 07] Marco Salvi. “Rendering Filtered Shadows with Exponential Shadow Maps.” ''ShaderX6'' : ''Advanced rendering techniques''.
* [Williams 78] Lance Williams. “Casting Curved Shadows on Curved Surfaces.” '''SIGGRAPH ’78''', 12, 12, pp. 270-274, 1978.
+
* [Williams 78] Lance Williams. “Casting Curved Shadows on Curved Surfaces.” ''SIGGRAPH ’78'', 12, 12, pp. 270-274, 1978.
 
=== VIII 3D 엔진 설계===
 
=== VIII 3D 엔진 설계===
 
==== 1 GPU에서 버킷 정렬을 이용해서 다중 단편 효과 만들기====
 
==== 1 GPU에서 버킷 정렬을 이용해서 다중 단편 효과 만들기====
 
* [Bavoil and Myers 08] Louis Bavoil, Kevin Myers. “Order Independent Transparency with Dual Depth Peeling.” Technical report, NVIDIA Corporation, 2008.
 
* [Bavoil and Myers 08] Louis Bavoil, Kevin Myers. “Order Independent Transparency with Dual Depth Peeling.” Technical report, NVIDIA Corporation, 2008.
* [Bavoil et al. 07] Louis Bavoil, Steven P. Callahan, Aaron Lefohn, Jo ao L. D. Comba, Claudio T. Silva. “Multi-Fragment Effects on the GPU Using the k-Buffer.” '''Proceedings of the 2007 Symposium on Interactive 3D Graphics and Games''', pp. 97-104, 2007.
+
* [Bavoil et al. 07] Louis Bavoil, Steven P. Callahan, Aaron Lefohn, Jo ao L. D. Comba, Claudio T. Silva. “Multi-Fragment Effects on the GPU Using the k-Buffer.” ''Proceedings of the 2007 Symposium on Interactive 3D Graphics and Games'', pp. 97-104, 2007.
 
* [Everitt 01] Cass Everitt. “Interactive Order-Independent Transparency.” Technical report, NVIDIA Corporation, 2001. 웹 http://developer.nvidia.com/object/Interactive_Order_Transparency.html.
 
* [Everitt 01] Cass Everitt. “Interactive Order-Independent Transparency.” Technical report, NVIDIA Corporation, 2001. 웹 http://developer.nvidia.com/object/Interactive_Order_Transparency.html.
 
* [Liu et al. 06] Bao-Quan Liu, Li-Yi Wei, Ying-Qing Xu. “Multi-Layer Depth Peeling via Fragment Sort.” Technical report, Microsoft Research Asia, 2006.
 
* [Liu et al. 06] Bao-Quan Liu, Li-Yi Wei, Ying-Qing Xu. “Multi-Layer Depth Peeling via Fragment Sort.” Technical report, Microsoft Research Asia, 2006.
* [Mammen 89] Abraham Mammen. “Transparency and Antialiasing Algorithms Implemented with the Virtual Pixel Maps Technique.” '''IEEE Computer Graphics and Applications''' 9:4(1989), 43-55.
+
* [Mammen 89] Abraham Mammen. “Transparency and Antialiasing Algorithms Implemented with the Virtual Pixel Maps Technique.” ''IEEE Computer Graphics and Applications'' 9:4(1989), 43-55.
 
* [NVIDIA 05] NVIDIA. “GPU Programming Exposed: the Naked Truth Behind NVIDIA’s Demos.” Technical report, NVIDIA Corporation, 2005.
 
* [NVIDIA 05] NVIDIA. “GPU Programming Exposed: the Naked Truth Behind NVIDIA’s Demos.” Technical report, NVIDIA Corporation, 2005.
 
==== 2 Cell Broadband Engine에서 병렬화된 사전 조명 패스 렌더링 구현하기====
 
==== 2 Cell Broadband Engine에서 병렬화된 사전 조명 패스 렌더링 구현하기====
266번째 줄: 266번째 줄:
 
* [Day 08] M. Day, J. Garrett. “Faster SPU Clamp.” 웹 http://www.insomniacgames.com/research_dev/articles/2008/1500755, 2008.
 
* [Day 08] M. Day, J. Garrett. “Faster SPU Clamp.” 웹 http://www.insomniacgames.com/research_dev/articles/2008/1500755, 2008.
 
* [Deering 88] M. Deering. “The Triangle Processor and Normal Vector Shader: A VLSI System for High Performance Graphics.” ACM SIGGRAPH Computer Graphics 22:4(1988), 21-30.
 
* [Deering 88] M. Deering. “The Triangle Processor and Normal Vector Shader: A VLSI System for High Performance Graphics.” ACM SIGGRAPH Computer Graphics 22:4(1988), 21-30.
* [Engel 08] W. Engel. “Light Pre-Pass Renderer.” '''Diary of a Graphics Programmer'''. 웹 http://diaryofagraphicsprogrammer.blogspot.com/2008/03/light-pre-pass-renderer.html, 2008.
+
* [Engel 08] W. Engel. “Light Pre-Pass Renderer.” ''Diary of a Graphics Programmer''. 웹 http://diaryofagraphicsprogrammer.blogspot.com/2008/03/light-pre-pass-renderer.html, 2008.
* [Engel 08a] W. Engel. “Designing a Renderer for Multiple Lights: The Light Pre- Pass Renderer.” '''ShaderX7''', edited by Wolfgang Engel, pp. 655-66. Boston: Charles River Media, 2008.
+
* [Engel 08a] W. Engel. “Designing a Renderer for Multiple Lights: The Light Pre- Pass Renderer.” ''ShaderX7'', edited by Wolfgang Engel, pp. 655-66. Boston: Charles River Media, 2008.
 
* [Engel 09] W. Engel. “The Light Pre-Pass Renderer Mach III.” To appear in proceedings of ACM SIGGRAPH09, 2009.
 
* [Engel 09] W. Engel. “The Light Pre-Pass Renderer Mach III.” To appear in proceedings of ACM SIGGRAPH09, 2009.
 
* [IBM 08] “Cell Broadband Engine Programming Handbook Version 1.11.” Techncial Report, IBM Corporation, 2008. 웹 https://www-01.ibm.com/chips/techlib/ techlib.nsf.
 
* [IBM 08] “Cell Broadband Engine Programming Handbook Version 1.11.” Techncial Report, IBM Corporation, 2008. 웹 https://www-01.ibm.com/chips/techlib/ techlib.nsf.
* [IBM 08a] “Synergistic Processing Unit Instruction Set Architecture.” Technical Report, '''IBM''' Corporation, 2008. 웹 https://www-01.ibm.com/chips/techlib/ techlib.nsf/techdocs.
+
* [IBM 08a] “Synergistic Processing Unit Instruction Set Architecture.” Technical Report, ''IBM'' Corporation, 2008. 웹 https://www-01.ibm.com/chips/techlib/ techlib.nsf/techdocs.
 
* [IBM 09] “The Cell Project at IBM.” IBM. 웹 http://researchweb.watson.ibm.com/cell/home.html, 2009.
 
* [IBM 09] “The Cell Project at IBM.” IBM. 웹 http://researchweb.watson.ibm.com/cell/home.html, 2009.
 
* [Moller 08] T. Akenine-Moller, E. Haines, N. Hoffman. “Real-Time Rendering." Third edition. Natick, MA: A K Peters, 2008.
 
* [Moller 08] T. Akenine-Moller, E. Haines, N. Hoffman. “Real-Time Rendering." Third edition. Natick, MA: A K Peters, 2008.
 
* [Perthuis 06] C. Perthuis. “Introduction to the Graphics Pipeline of the PS3.” Presented at Eurographics, Vienna, Austria, September 4-8, 2006.
 
* [Perthuis 06] C. Perthuis. “Introduction to the Graphics Pipeline of the PS3.” Presented at Eurographics, Vienna, Austria, September 4-8, 2006.
* [Seiler 08] L. Seiler, D. Carmean, E. Sprangle, T. Forsyth, M. Abrash, P. Dubey, S. Junkins, A. Lake, J. Sugerman, R. Cavin, R. Espasa, E. Grochowski, T. Juni, P. Hanrahan. “Larabee: A Many Core X86 Architecture for Visual Computing.” '''ACM Transactions on Graphics''' 27:3(2008).
+
* [Seiler 08] L. Seiler, D. Carmean, E. Sprangle, T. Forsyth, M. Abrash, P. Dubey, S. Junkins, A. Lake, J. Sugerman, R. Cavin, R. Espasa, E. Grochowski, T. Juni, P. Hanrahan. “Larabee: A Many Core X86 Architecture for Visual Computing.” ''ACM Transactions on Graphics'' 27:3(2008).
* [Shippy 09] D. Shippy, M. Phipps. '''The Race for a New Games Machine: Creating the Chips inside the New Xbox360 & the Playstation 3'''. New York: Citadel Press, 2009.
+
* [Shippy 09] D. Shippy, M. Phipps. ''The Race for a New Games Machine: Creating the Chips inside the New Xbox360 & the Playstation 3''. New York: Citadel Press, 2009.
 
* [Swoboda 09] M. Swoboda, “Deferred Lighting and Post Processing on PLAYSTATION3.” Presented at Game Developers Conference, San Francisco, March 23-27 2009. 웹 http://www.technology.scee.net/files/presentations/gdc2009/DeferredLightingandPostProcessingonPS3.ppt.
 
* [Swoboda 09] M. Swoboda, “Deferred Lighting and Post Processing on PLAYSTATION3.” Presented at Game Developers Conference, San Francisco, March 23-27 2009. 웹 http://www.technology.scee.net/files/presentations/gdc2009/DeferredLightingandPostProcessingonPS3.ppt.
 
* [Swoboda 09a] M. Swoboda. Correspondance with author, 2009.
 
* [Swoboda 09a] M. Swoboda. Correspondance with author, 2009.
 
* [Valient 07] M. Valient, “Deferred Rendering in Killzone 2.” Develop Conference, Brighton, July 2007. 웹 http://www.dimension3.sk/mambo/Download-document/Deferred-Rendering-In-Killzone.php.
 
* [Valient 07] M. Valient, “Deferred Rendering in Killzone 2.” Develop Conference, Brighton, July 2007. 웹 http://www.dimension3.sk/mambo/Download-document/Deferred-Rendering-In-Killzone.php.
* [Wilson 09] P. Wilson, “Light Pre-Pass Renderer: Using the CIE Luv Color Space.” '''ShaderX7''', edited by Wolfgang Engel, pp. 667-77. Boston: Charles River Media, 2008.
+
* [Wilson 09] P. Wilson, “Light Pre-Pass Renderer: Using the CIE Luv Color Space.” ''ShaderX7'', edited by Wolfgang Engel, pp. 667-77. Boston: Charles River Media, 2008.
 
==== 3 Direct3D9와 OpenGL 2.0 사이의 코드 이식====
 
==== 3 Direct3D9와 OpenGL 2.0 사이의 코드 이식====
 
* [Microsoft 09] Microsoft Corporation. “DirectX SDK.” http://msdn.microsoft.com/en-us/directx/default.aspx, 2009.
 
* [Microsoft 09] Microsoft Corporation. “DirectX SDK.” http://msdn.microsoft.com/en-us/directx/default.aspx, 2009.
285번째 줄: 285번째 줄:
 
=== IX 게임 부검===
 
=== IX 게임 부검===
 
==== 2 Call of Juarez: Bound in Blood에 쓰인 렌더링 기법들====
 
==== 2 Call of Juarez: Bound in Blood에 쓰인 렌더링 기법들====
* [Techland 07] Techland, '''Call of Juarez'''. 웹 http://www.coj-game.com/,2009년 9월.
+
* [Techland 07] Techland, ''Call of Juarez''. 웹 http://www.coj-game.com/,2009년 9월.
* [Techland 09] Techland, '''Call of Juarez: Bound in Blood'''. 웹 http://www.callofjuarez.com, 2009년 9월.
+
* [Techland 09] Techland, ''Call of Juarez: Bound in Blood''. 웹 http://www.callofjuarez.com, 2009년 9월.
 
* [Hargreaves 04] S. Hargreaves. “Deferred Shading.” Game Developer’s Conference, San Jose, CA, 2004년 3월 24-26일. 웹 http://www.talula.demon.co.uk/DeferredShading.pdf, September 2009;
 
* [Hargreaves 04] S. Hargreaves. “Deferred Shading.” Game Developer’s Conference, San Jose, CA, 2004년 3월 24-26일. 웹 http://www.talula.demon.co.uk/DeferredShading.pdf, September 2009;
* [Tomasi 98] C. Tomasi, R. Manduchi. “Bilateral Filtering for Gray and Color Images.” '''Proceedings of the Sixth International Conference on Computer Vision''' (1998):839-846.
+
* [Tomasi 98] C. Tomasi, R. Manduchi. “Bilateral Filtering for Gray and Color Images.” ''Proceedings of the Sixth International Conference on Computer Vision'' (1998):839-846.
  
 
==== 3 크게, 아름답게, 빠르게, 일관되게 만들기: Just Cause 2 개발에서 배운 교훈들====
 
==== 3 크게, 아름답게, 빠르게, 일관되게 만들기: Just Cause 2 개발에서 배운 교훈들====
* [Trebilco 09] amian Trebilco. “Light-Indexed Deferred Rendering.” '''ShaderX7''', Wolfgang Engel 엮음. pp. 243-256. Boston: Charles River Media, 2008.
+
* [Trebilco 09] amian Trebilco. “Light-Indexed Deferred Rendering.” ''ShaderX7'', Wolfgang Engel 엮음. pp. 243-256. Boston: Charles River Media, 2008.
* [Engel 06] olfgang Engel. “Cascaded Shadow Maps.” '''ShaderX7''', Wolfgang Engel 엮음. pp. 197-206. Boston: Charles River Media, 2008.
+
* [Engel 06] olfgang Engel. “Cascaded Shadow Maps.” ''ShaderX7'', Wolfgang Engel 엮음. pp. 197-206. Boston: Charles River Media, 2008.
* [Zhang 09] an Zhang, Alexander Zaprjagaev, Allan Bentham. “Practical Cascaded Shadow Maps.” '''ShaderX7''', Wolfgang Engel 엮음. pp. 305-329. Boston: Charles River Media, 2008.
+
* [Zhang 09] an Zhang, Alexander Zaprjagaev, Allan Bentham. “Practical Cascaded Shadow Maps.” ''ShaderX7'', Wolfgang Engel 엮음. pp. 305-329. Boston: Charles River Media, 2008.
 
* [Tatarchuk 05] atalya Tatarchuk. “Advances in Real-Time Skin Rendering.” 웹 http://developer.amd.com/media/gpu_assets/D3DTutorial05_Real-Time_Skin_Rendering.pdf, 2009.
 
* [Tatarchuk 05] atalya Tatarchuk. “Advances in Real-Time Skin Rendering.” 웹 http://developer.amd.com/media/gpu_assets/D3DTutorial05_Real-Time_Skin_Rendering.pdf, 2009.
* [Kajalin 09] ladimir Kajalin. “Screen-Space Ambient Occlusion.” '''ShaderX7''', Wolfgang Engel 엮음. pp. 413-424. Boston: Charles River Media, 2008.
+
* [Kajalin 09] ladimir Kajalin. “Screen-Space Ambient Occlusion.” ''ShaderX7'', Wolfgang Engel 엮음. pp. 413-424. Boston: Charles River Media, 2008.
* [Ericson 07] hrister Ericson. '''“Physics for Games Programmers: Numerical Robustness(for Geometric Calculations).'''” 웹 http://realtimecollisiondetection.net, 2009.
+
* [Ericson 07] hrister Ericson. ''“Physics for Games Programmers: Numerical Robustness(for Geometric Calculations).''” 웹 http://realtimecollisiondetection.net, 2009.
 
* [Persson 09] Emil Persson. “Particle Trimmer.” 웹 http://www.humus.name,2009.
 
* [Persson 09] Emil Persson. “Particle Trimmer.” 웹 http://www.humus.name,2009.
  
 
==== 4 파괴 가능한 입체 지형====
 
==== 4 파괴 가능한 입체 지형====
* [Miner 09] '''Miner Wars'''. 웹 http://www.MinerWars.com, 2009.
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* [Miner 09] ''Miner Wars''. 웹 http://www.MinerWars.com, 2009.
* [“Three-Point” 09] “Three-Point Lighting.” '''Wikipedia'''. 웹 http://en.wikipedia.org/wiki/Three-point_lighting, 2009.
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* [“Three-Point” 09] “Three-Point Lighting.” ''Wikipedia''. 웹 http://en.wikipedia.org/wiki/Three-point_lighting, 2009.
* [Cohen 94] Daniel Cohen. “Voxel Traversal along a 3D Line.” '''Graphics Gems IV''', Paul S. Heckbert 엮음, pp. 366-69. San Diego: Academic Press, 1994
+
* [Cohen 94] Daniel Cohen. “Voxel Traversal along a 3D Line.” ''Graphics Gems IV'', Paul S. Heckbert 엮음, pp. 366-69. San Diego: Academic Press, 1994
* [“Marching” 09] “Marching Cubes.” '''Wikipedia'''. 웹 http://en.wikipedia.org/wiki/Marching_cubes, 2009.
+
* [“Marching” 09] “Marching Cubes.” ''Wikipedia''. 웹 http://en.wikipedia.org/wiki/Marching_cubes, 2009.
 
=== X 픽셀과 삼각형을 넘어서===
 
=== X 픽셀과 삼각형을 넘어서===
 
==== 1 범용 시각적 컴퓨터의 병렬 구현====
 
==== 1 범용 시각적 컴퓨터의 병렬 구현====
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* [Chua and Yang 98a] L. O. Chua, L. Yang. ''Cellular Neural Networks: Applications'', 35. Singapore: World Scientific, 1998.
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* [Chua and Yang 98b] L. O. Chua, L. Yang. “Cellular Neural Networks: Theory.” ''IEEE Trans. on Circuits and System'' 35:10(1998), 1257-1268.
* [Chua 98] L. O. Chua. '''A Paradigm for Complexity'''. Singapore: World Scientific, 1998.
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* [Chua 98] L. O. Chua. ''A Paradigm for Complexity''. Singapore: World Scientific, 1998.
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* [K.R. Crounse and Chua 93] T. Roska K.R. Crounse, L.O. Chua. “Image Halftoning with Cellular Neural Networks.” ''IEEE Trans. Circuits Syst. Part II'' 40:4(1993), 267-283.
* [K.R. Crounse 93] L.O. Chua K.R. Crounse, T. Roska. “Image Halftoning with Cellular Neural Networks.” '''IEEE Trans. Circuits Syst. Part II''' 40:4(1993), 267-283.
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* [K.R. Crounse 93] L.O. Chua K.R. Crounse, T. Roska. “Image Halftoning with Cellular Neural Networks.” ''IEEE Trans. Circuits Syst. Part II'' 40:4(1993), 267-283.
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* [M. Brucoli 95] G. Grassi M. Brucoli, L. Carnimeo. “Discrete-Time Cellular Neural Networks for Associative Memories with Learning and Forgetting Capabilities.” ''IEEE Trans. Circuits Syst. Part I'' 42:7(1995), 396-399.
* [Turk 91] G. Turk. “Generating Textures on Arbitrary Surfaces using Reaction Diffusion.” '''ACM SIGGRAPH''', pp. 289-298.
+
* [Turk 91] G. Turk. “Generating Textures on Arbitrary Surfaces using Reaction Diffusion.” ''ACM SIGGRAPH'', pp. 289-298.
 
==== 2 CUDA를 이용한 가상 텍스처링 가속====
 
==== 2 CUDA를 이용한 가상 텍스처링 가속====
* [Barrett 08] Sean Barrett. “Sparse Virtual Textures.” '''GDC 2008 presentation''', 2008.
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* [Barrett 08] Sean Barrett. “Sparse Virtual Textures.” ''GDC 2008 presentation'', 2008.
 
* [Biermann et al. 04] Ralf Biermann, Derek Cornish, Matt Craighead, Bill Licea- Kane, Brian Paul. “Pixel Buffer Object.”
 
* [Biermann et al. 04] Ralf Biermann, Derek Cornish, Matt Craighead, Bill Licea- Kane, Brian Paul. “Pixel Buffer Object.”
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* [Harris et al. 08] Mark Harris, Shubhabrata Sengupta, John D. Owens. “Parallel Prefix Sum(Scan) with CUDA.” ''GPU Gems 3'', pp. 851-876.
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* [Lefebre et al. 04] Sylvain Lefebre, Jerome Darbon, Fabrice Neyret. “Unified Texture Management for Arbitrary Meshes.” ''Research Report No. 5210''.
* [Mittring 08] Martin Mittring. “Advanced Virtual Texture Topics.” '''ACM SIGGRAPH 2008 Classes'''.
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* [Mittring 08] Martin Mittring. “Advanced Virtual Texture Topics.” ''ACM SIGGRAPH 2008 Classes''.
* [NVIDIA 99] NVIDIA. '''Texture Filter Anisotropic'''. Santa Clara: NVIDIA Corporation, 1999.
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* [NVIDIA 99] NVIDIA. ''Texture Filter Anisotropic''. Santa Clara: NVIDIA Corporation, 1999.
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* [NVIDIA 09] NVIDIA. ''OpenCL Jump Start Guide''. Santa Clara: NVIDIA Corporation, 2009.
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* [Tanner et al. 98] Christopher C. Tanner, Christopher J. Migdal, Michael T. Jones. “The Clipmap: A Virtual Mipmap.” ''Proceedings of the 25th Annual Conference on Computer Graphics and Interactive Techniques''.
 
* [van Waveren 06] Jan-Paul van Waveren. “Real-Time DXT Compression.”
 
* [van Waveren 06] Jan-Paul van Waveren. “Real-Time DXT Compression.”
 
* [van Waveren 08] Jan-Paul van Waveren. “Geospatial Texture Streaming from Slow Storage Devices.”
 
* [van Waveren 08] Jan-Paul van Waveren. “Geospatial Texture Streaming from Slow Storage Devices.”
* [van Waveren 09] Jan-Paul van Waveren. “ID Tech 5 Challenges.” '''SIGGRAPH 2009: Beyond Programmable Shading Course'''.
+
* [van Waveren 09] Jan-Paul van Waveren. “ID Tech 5 Challenges.” ''SIGGRAPH 2009: Beyond Programmable Shading Course''.
 
==== 3 [[GigaVoxels]]를 이용한 고세부 입체 장면의 효율적 렌더링====
 
==== 3 [[GigaVoxels]]를 이용한 고세부 입체 장면의 효율적 렌더링====
* [Crassin et al. 09] Cyril Crassin, Fabrice Neyret, Sylvain Lefebvre, Elmar Eisemann. “[[GigaVoxels]] : Ray-Guided Streaming for Efficient and Detailed Voxel Rendering.” '''ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games(I3D)'''. ACM, 2009. 웹 http://artis.imag.fr/Publications/2009/CNLE09.
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* [Crassin et al. 09] Cyril Crassin, Fabrice Neyret, Sylvain Lefebvre, Elmar Eisemann. “[[GigaVoxels]] : Ray-Guided Streaming for Efficient and Detailed Voxel Rendering.” ''ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games(I3D)''. ACM, 2009. 웹 http://artis.imag.fr/Publications/2009/CNLE09.
* [Engel et al. 01] Klaus Engel, Martin Kraus, Thomas Ertl. “High-Quality Pre-integrated Volume Rendering Using Hardware-Accelerated Pixel Shading.” '''ACM SIGGRAPH/EUROGRAPHICS Workshop on Graphics hardware (HWWS)''', pp. 9-16, 2001.
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* [Engel et al. 01] Klaus Engel, Martin Kraus, Thomas Ertl. “High-Quality Pre-integrated Volume Rendering Using Hardware-Accelerated Pixel Shading.” ''ACM SIGGRAPH/EUROGRAPHICS Workshop on Graphics hardware (HWWS)'', pp. 9-16, 2001.
* [Hadwiger et al. 06] Markus Hadwiger, Joe M. Kniss, Christof Rezk-salama, Daniel Weiskopf, Klaus Engel. '''Real-Time Volume Graphics''', 2006.
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* [Hadwiger et al. 06] Markus Hadwiger, Joe M. Kniss, Christof Rezk-salama, Daniel Weiskopf, Klaus Engel. ''Real-Time Volume Graphics'', 2006.
* [Horn et al. 07] Daniel Reiter Horn, Jeremy Sugerman, Mike Houston, Pat Hanrahan. “Interactive k-d Tree GPU Raytracing.” '''ACM Siggraph Symposium on Interactive 3D Graphics and Games(I3D)''', 2007.
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* [Horn et al. 07] Daniel Reiter Horn, Jeremy Sugerman, Mike Houston, Pat Hanrahan. “Interactive k-d Tree GPU Raytracing.” ''ACM Siggraph Symposium on Interactive 3D Graphics and Games(I3D)'', 2007.
* [Kapler 03] Alan Kapler. “Avalanche! Snowy FX for XXX.” '''SIGGRAPH Sketch''' (2003): 1.
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* [Kapler 03] Alan Kapler. “Avalanche! Snowy FX for XXX.” ''SIGGRAPH Sketch'' (2003): 1.
* [Krall and Harrington 05] Joshua Krall, Cody Harrington. “Modeling and Rendering of Clouds on ‘Stealth.’” '''SIGGRAPH Sketch''' (2005).
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* [Krall and Harrington 05] Joshua Krall, Cody Harrington. “Modeling and Rendering of Clouds on ‘Stealth.’” ''SIGGRAPH Sketch'' (2005).
* [Kruger and Westermann 03] J. Kruger, R. Westermann. “Acceleration Techniques for GPU-based Volume Rendering.” '''VIS ’03: Proceedings of the 14th IEEE Visualization 2003(VIS’03)'''. Washington, DC: IEEE Computer Society, 2003.
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* [Kruger and Westermann 03] J. Kruger, R. Westermann. “Acceleration Techniques for GPU-based Volume Rendering.” ''VIS ’03: Proceedings of the 14th IEEE Visualization 2003(VIS’03)''. Washington, DC: IEEE Computer Society, 2003.
* [Lefebvre et al. 05] Sylvain Lefebvre, Samuel Hornus, Fabrice Neyret. “Octree Textures on the GPU.” '''GPU Gems 2: Programming Techniques for High- Performance Graphics and General-Purpose Computation''', pp. 595-613. Boston: Addison Wesley, 2005. 웹 http://www-evasion.imag.fr/Publications/2005/LHN05a.
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* [Lefebvre et al. 05] Sylvain Lefebvre, Samuel Hornus, Fabrice Neyret. “Octree Textures on the GPU.” ''GPU Gems 2: Programming Techniques for High- Performance Graphics and General-Purpose Computation'', pp. 595-613. Boston: Addison Wesley, 2005. 웹 http://www-evasion.imag.fr/Publications/2005/LHN05a.
* [NVIDIA 09] NVIDIA. '''CUDA Programming Guide 2.2''', 2009.
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* [NVIDIA 09] NVIDIA. ''CUDA Programming Guide 2.2'', 2009.
* [Roettger et al. 03] Stefan Roettger, Stefan Guthe, Daniel Weiskopf, Thomas Ertl, Wolfgang Strasser. “Smart Hardware-Accelerated Volume Rendering.” '''VISSYM ’03: Proceedings of the Symposium on Data Visualisation''' 2003. Eurographics Association, 2003.
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* [Roettger et al. 03] Stefan Roettger, Stefan Guthe, Daniel Weiskopf, Thomas Ertl, Wolfgang Strasser. “Smart Hardware-Accelerated Volume Rendering.” ''VISSYM ’03: Proceedings of the Symposium on Data Visualisation'' 2003. Eurographics Association, 2003.
* [Scharsach 05] Henning Scharsach. “Advanced GPU Raycasting.” '''Central European Seminar on Computer Graphics''', pp. 69-76, 2005.
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* [Scharsach 05] Henning Scharsach. “Advanced GPU Raycasting.” ''Central European Seminar on Computer Graphics'', pp. 69-76, 2005.
 
==== 4 GPU에서 수행하는 공간 구획 분류====
 
==== 4 GPU에서 수행하는 공간 구획 분류====
* [Amada et al. 04] T. Amada, M. Imura, Y. M. Yoshinhiro Yasimuro, K. Chihara. “Particle-Based Fluid Simulation on GPU.” '''ACM Workshop on General- Purpose Computing on Graphics Processors''' (2004), 154-59.
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* [Amada et al. 04] T. Amada, M. Imura, Y. M. Yoshinhiro Yasimuro, K. Chihara. “Particle-Based Fluid Simulation on GPU.” ''ACM Workshop on General- Purpose Computing on Graphics Processors'' (2004), 154-59.
* [Bell et al. 05] N. Bell, Y. Yu, P. J. Mucha. “Particle-Based Simulation of Granular Materials.” '''SCA ’05: Proceedings of the 2005 ACM SIGGRAPH/ Eurographics Symposium on Computer Animation''' (2005), 77-86.
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* [Bell et al. 05] N. Bell, Y. Yu, P. J. Mucha. “Particle-Based Simulation of Granular Materials.” ''SCA ’05: Proceedings of the 2005 ACM SIGGRAPH/ Eurographics Symposium on Computer Animation'' (2005), 77-86.
 
* [Everitt 01] C. Everitt. “Interactive Order-Independent Transparency.” NVIDIA. White Paper, 2001.
 
* [Everitt 01] C. Everitt. “Interactive Order-Independent Transparency.” NVIDIA. White Paper, 2001.
* [Harada et al. 07a] T. Harada, S. Koshizuka, Y. Kawaguchi. “Sliced Data Structure for Particle-Based Simulations on GPUs.” '''GRAPHITE ’07: Proceedings of the 5th International Confer- ence on Computer Graphics and Interactive Techniques in Australia and Southeast Asia''' (2007), 55-62.
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* [Harada et al. 07a] T. Harada, S. Koshizuka, Y. Kawaguchi. “Sliced Data Structure for Particle-Based Simulations on GPUs.” ''GRAPHITE ’07: Proceedings of the 5th International Confer- ence on Computer Graphics and Interactive Techniques in Australia and Southeast Asia'' (2007), 55-62.
* [Harada et al. 07b] T. Harada, S. Koshizuka, Y. Kawaguchi. “Smoothed Particle Hydrodynamics on GPUs.” '''Proceedings of Computer Graphics International''' (2007), 63-70.
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* [Harada et al. 07b] T. Harada, S. Koshizuka, Y. Kawaguchi. “Smoothed Particle Hydrodynamics on GPUs.” ''Proceedings of Computer Graphics International'' (2007), 63-70.
* [Harada 07] T. Harada. “Real-Time Rigid Body Simulation on GPUs.” '''GPU Gems 3''', Hubert Nguyen 엮음, pp. 611-32. Boston: Addison-Wesley, 2008.
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* [Harada 07] T. Harada. “Real-Time Rigid Body Simulation on GPUs.” ''GPU Gems 3'', Hubert Nguyen 엮음, pp. 611-32. Boston: Addison-Wesley, 2008.
* [Harris et al. 03] M. J. Harris, W. V. Baxter, T. Scheuermann, A. Lastra. “Simulation of Cloud Dynamics on Graphics Hardware.” '''HWWS ’03: Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Conference on Graphics Hardware''' (2003), 92-101.
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* [Harris et al. 03] M. J. Harris, W. V. Baxter, T. Scheuermann, A. Lastra. “Simulation of Cloud Dynamics on Graphics Hardware.” ''HWWS ’03: Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Conference on Graphics Hardware'' (2003), 92-101.
* [Mammen 89] A. Mammen. “Transparency and Antialiasing Algorithms Implemented with the Virtual Pixel Maps Technique.” '''IEEE Computer Graphics Applications '''9:4(1989), 43-55.
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* [Mammen 89] A. Mammen. “Transparency and Antialiasing Algorithms Implemented with the Virtual Pixel Maps Technique.” ''IEEE Computer Graphics Applications ''9:4(1989), 43-55.
* [Purcell et al. 03] T. J. Purcell, C. Donner, M. Cammarano, H. W. Jensen, P. Hanrahan. “Photon Mapping on Programmable Graphics Hardware.” '''Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Conference on Graphics Hardware''' (2003), 41-50.
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* [Purcell et al. 03] T. J. Purcell, C. Donner, M. Cammarano, H. W. Jensen, P. Hanrahan. “Photon Mapping on Programmable Graphics Hardware.” ''Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Conference on Graphics Hardware'' (2003), 41-50.
* [Shopf et al. 08] J. Shopf, J. Barczak, C. Oat, N. Tatarchuk. “March of the Froblins: Simulation and Rendering Massive Crowds of Intelligent and Detailed Creatures on GPU.” '''SIGGRAPH ’08: ACM SIGGRAPH''' (2008), 52- 101.
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* [Shopf et al. 08] J. Shopf, J. Barczak, C. Oat, N. Tatarchuk. “March of the Froblins: Simulation and Rendering Massive Crowds of Intelligent and Detailed Creatures on GPU.” ''SIGGRAPH ’08: ACM SIGGRAPH'' (2008), 52- 101.
 
==== 5 입자들과 동적 메시 사이의 실시간 상호작용을 GPU에서 구현하기====
 
==== 5 입자들과 동적 메시 사이의 실시간 상호작용을 GPU에서 구현하기====
* [K. Crane 07] S. Tariq K. Crane, I. Llamas. “Real-Time Simulation and Rendering of 3D Fluids.” '''GPU Gems 3''', pp. 633-676.
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* [K. Crane 07] S. Tariq K. Crane, I. Llamas. “Real-Time Simulation and Rendering of 3D Fluids.” ''GPU Gems 3'', pp. 633-676.

2017년 2월 4일 (토) 14:25 기준 최신판

목차

I 수학[편집]

1 GPU 색상 양자화[편집]

  • [Chang et al. 05] Chip-Hong Chang, Pengfei Xu, Rui Xiao, T. Srikanthan. “New Adaptive Color Quantization Method Based on Self-Organizing Maps.” IEEE Transactions on Neural Networks, pp. 237-249.
  • [Clark 96] D. Clark. “Color Quantization Using Octrees.” Dr. Dobb’s Journal, pp. 54-57.
  • [Kohonen 01] T. Kohonen. Self-Organizing Maps. Berlin: Springer, 2001.
  • [Kruger 94] A. Kruger. “Median-cut Color Quantization.” Dr. Dobb’s Journal, pp. 46-54.
  • [Leung and Chan 97] C.S. Leung, L.W. Chan. “Transmission of Vector Quantized Data over a Noisy Channel.” IEEE Transactions on Neural Networks 8:1 (1997), 582-589.
  • [Linde et al. 80] Y. Linde, A. Buzo, R.M. Gray. “An Algorithm for Vector Quantizer Design.” IEEE Transactions on Communications 28:1 (1980), 84-95.
  • [Priester 04] Sjaak Priester. “Better GIFs with Octrees.” 웹 http://www.codeguru.com/Cpp/G-M/gdi/gdi/print.php/c3677/.
  • [Togneri et al. 90] R. Togneri, E Lai, Y. Attikiouzel. “Kohonen’s Algorithm for the Numerical Parametrisation of Manifolds.” Pattern Recognition Letters 11:5 (1990), 313-319.
  • [Verevka 95] Oleg Verevka. “Color Image Quantization in Windows Systems with Local K-means Algorithm.” Proceedings of the Western Computer Graphics Symposium ’95, pp. 74-79.

2 그림자 맵 기법의 시각화[편집]

  • [Engel 06] Wolfgang Engel. “Cascaded Shadow Maps.” ShaderX 5, pp. 197-206. Charles River Media, 2006.
  • [Lloyd et al. 06a] Brandon Lloyd, Naga K. Govindaraju, David Tuft, Steve Molnar, Dinesh Manocha. “Practical Logarithmic Shadow Maps.” SIGGRAPH ’06: ACM SIGGRAPH 2006 Sketches, p. 103. New York: ACM Press, 2006.1
  • [Lloyd et al. 06b] Brandon Lloyd, David Tuft, Sung-eui Yoon, Dinesh Manocha. “Warping and Partitioning for Low Error Shadow Maps.” Proceedings of the Eurographics Symposium on Rendering 2006, pp. 215-226. Eurographics Association, 2006.
  • [Martin and Tan 04] Tobias Martin, Tiow-Seng Tan. “Anti-aliasing and Continuity with Trapezoidal Shadow Maps.” The Eurographics Symposium on Rendering 2004. Eurographics, Eurographics Association, 2004.
  • [Stamminger and Drettakis 02] Marc Stamminger and George Drettakis. “Perspective Shadow Maps.” Proceedings of SIGGRAPH ’02, pp. 557-562. New York: ACM Press, 2002.
  • [Williams 78] Lance Williams. “Casting Curved Shadows on Curved Surfaces.” Proceedings of SIGGRAPH ’78, pp. 270-274. New York: ACM Press, 1978.
  • [Wimmer et al. 04] Michael Wimmer, Daniel Scherzer, Werner Purgathofer. “Light Space Perspective Shadow Maps.” The Eurographics Symposium on Rendering 2004. Eurographics, Eurographics Association, 2004.
  • [Zhang et al. 06a] Fan Zhang, Hanqiu Sun, Leilei Xu, Lee Kit Lun. “Parallel-Split Shadow Maps for Large-Scale Virtual Environments.” Virtual Reality Continuum and Its Applications, pp. 311-318.
  • [Zhang et al. 06b] Fan Zhang, Leilei Xu, Chenjun Tao, Hanqiu Sun. “Generalized Linear Perspective Shadow Map Reparameterization.” VRCIA ’06: Proceedings of the 2006 ACM International Conference on Virtual Reality Continuum and its Applications, pp. 339-342. New York: ACM Press, 2006.
  • [Zhang et al. 08] Fan Zhang, Hanqiu Sun, Chong Zhao, Lifeng Wang. “Generalized Minimum-norm Perspective Shadow Maps.” Computer Animation and Virtual Worlds 19:5 (2008), 553?567.
  • [Zhang et al. 09] Fan Zhang, Chong Zhao, Hanqiu Sun. “An Aliasing Theory of Shadow Mapping.” TPCG ’09: Proceedings of the Seventh Theory and Practice of Computer Graphics 2009 Conference. Eurographics Association, 2009.

II 기하 조작[편집]

1 대화식 응용 프로그램을 위한 아주 간단한 테셀레이션[편집]

  • [Boubekeur and Alexa 08] Tamy Boubekeur and Marc Alexa. “Phong Tessellation. ACM Transaction on Graphics - Special Issue on ACM SIGGRAPH Asia 2008 27:5 (2008), 1-5.
  • [Boubekeur and Schlick 05] Tamy Boubekeur and Christophe Schlick. “Generic Mesh Refinement on GPU.” Proceedings of ACM SIGGRAPH/Eurographics Graphics Hardware, pp. 99-104, 2005.
  • [Boubekeur and Schlick 07a] Tamy Boubekeur and Christophe Schlick. GPU Gems 3, Chapter Generic Adaptive Mesh Refinement. Addison-Wesley, 2007.
  • [Boubekeur and Schlick 07b] Tamy Boubekeur and Christophe Schlick. “QAS: Real-time Quadratic Approximation of Subdivision Surfaces.” Proceedings of Pacific Graphics 2007, pp. 453-456, 2007.
  • [Boubekeur and Schlick 08] Tamy Boubekeur and Christophe Schlick. “A Flexible Kernel for Adaptive Mesh Refinement on GPU.” Computer Graphics Forum 27:1 (2008), 102-114.
  • [Gee 08] K. Gee. “Direct3D 11 Tessellation.” Presentation at Gamefest 2008, 2008.
  • [Loop and Schaefer 08] Charle Loop and Scott Schaefer. “Approximating Catmull- Clark Subdivision Surfaces with Bicubic Patches.” ACM Transaction on Graphics 27:1 (2008), 1-8.
  • [NVIDIA 08] NVIDIA. “NVIDIA OpenGL SDK 10.” Technical report, NVIDIA Corp., 2008.
  • [Phong 75] Bui Tuong Phong. “Illumination for Computer Generated Pictures.” Communications of the ACM 18:6 (1975), 311-317.
  • [Shiue et al. 05] Le-Jeng Shiue, Ian Jones, and Jorg Peters. “A Realtime GPU Subdivision Kernel.” Proceedings of ACM SIGGRAPH, pp. 1010-1015, 2005.
  • [Tatarchuk et al. 09] Natalya Tatarchuk, Joshua Barczak, and Bill Bilodeau. “Programming for Real-Time Tessellation on GPU.” Technical report, AMD Inc., 2009.
  • [Vlachos et al. 01] Alex Vlachos, Jorg Peters, Chas Boyd, and Jason Mitchell. “Curved PN Triangles.” Proceedings of ACM Symposium on Interactive 3D, pp. 159-166, 2001.

2 실시간 규칙 기반 기하 합성[편집]

  • [Ebert et al. 02] David S. Ebert, Kenton F. Musgrave, Darwyn Peachey, Ken Perlin, Steven Worley. Texturing and Modeling: A Procedural Approach. Morgan Kaufmann, 2002.
  • [Hart 92] John C. Hart. “The Object Instancing Paradigm for Linear Fractal Modeling.” Proceedings of the Conference on Graphics Interface ’92, pp. 224- 231. San Francisco: Morgan Kaufmann Publishers, 1992.
  • [Lacz and Hart 04] P. Lacz, JC Hart. “Procedural Geometric Synthesis on the GPU.” Proceedings of the ACM Workshop on General Purpose Computing on Graphics Processors, 2, 2, pp. 23-23. New York: ACM, 2004. 웹 http://graphics.cs.uiuc.edu/~jch/papers/.
  • [Lipp et al. 08] Markus Lipp, Peter Wonka, Michael Wimmer. “Interactive Visual Editing of Grammars for Procedural Architecture.” 2008. Article no. 102. 웹 http://www.cg.tuwien.ac.at/research/publications/2008/LIPP-2008-IEV/.
  • [Muller et al. 06] Pascal Muller, Peter Wonka, Simon Haegler, Andreas Ulmer, Luc Van Gool. “Procedural Modeling of Buildings.” SIGGRAPH ’06: ACM SIGGRAPH 2006 Papers, pp. 614-623. New York: ACM, 2006.
  • [Parish and Muller 01] Yoav I. H. Parish, Pascal Muller. “Procedural Modeling of Cities.” SIGGRAPH ’01: Proceedings of the 28th Annual Conference on Computer Graphics and Interactive Techniques, pp. 301-308. New York: ACM, 2001.
  • [Prusinkiewicz and Lindenmayer 91] Przemyslaw Prusinkiewicz, Aristid Lindenmayer. The Algorithmic Beauty of Plants (The Virtual Laboratory). Springer, 1991. 웹 http://www.amazon.ca/exec/obidos/redirect?tag=citeulike09-20&path=ASIN/0387972978.
  • [Sowers 08] B. Sowers. “Increasing the Performance and Realism of Procedurally Generated Buildings.” 석사 학위 논문, College of Engineering and Mineral Resources, West Virginia University, 2008.
  • [Wonka et al. 03] Peter Wonka, Michael Wimmer, Francois Sillion, William Ribarsky. “Instant Architecture.” ACM Transactions on Graphics 22:4 (2003), 669-677. Proceeding. 웹 http://artis.inrialpes.fr/Publications/2003/WWSR03.

3 GPU 기반 NURBS 기하구조 평가 및 렌더링[편집]

  • [Abi-Ezzi and Subramanian 94] S. S. Abi-Ezzi, S. Subramanian. “Fast Dynamic Tessellation of Trimmed NURBS Surfaces.” Computer Graphics Forum 13:3(1994), 107-16
  • [Guthe et al. 02] Michael Guthe, J. Meseth, Reinhard Klein. “Fast and Memory Efficient View-Dependent Trimmed NURBS Rendering.” Pacific Graphis 2002, 2002.
  • [Guthe et al. 05] Michael Guthe, Akos Balazs, Reinhard Klein. “GPU-based Trimming and Tessellation of NURBS and T-spline Surfaces.” ACM Transactions on Graphics 24:3(2005), 1016-1023.
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4 컴퓨터 애니메이션과 게임을 위한 다각형-함수 혼성 모형[편집]

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III 렌더링 기법[편집]

1 높이 혼합을 이용한 사진트리 변위 매핑[편집]

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2 기하 셰이더를 이용한 여러 가지 NPR 효과[편집]

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3 후처리 알파 혼합[편집]

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4 가상 텍스처 매핑 입문[편집]

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IV 전역 조명[편집]

1 간접 조명을 위한 빠른 스텐실 기반 다중 해상도 스플래팅[편집]

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2 화면 공간 지향광 차폐[편집]

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3 기하 임포스터를 이용한 실시간 다중 반사 광선 추적[편집]

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V 이미지 공간[편집]

1 GPU에서 비등방 Kuwahara 필터링 구현하기[편집]

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2 후처리를 이용한 경계선 앨리어싱 제거[편집]

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3 플로이드-스타인버그 하프토닝을 이용한 환경 매핑[편집]

  • [Burke et al. 04] David Burke, Abhijeet Ghosh, Wolfgang Heidrich. “Bidirectional Importance Sampling for Illumination from Environment Maps.” ACM SIGGRAPH 2004 Sketches, p. 112, 2004.
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4 입도별 차폐 선별을 위한 계통적 항목 버퍼[편집]

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5 사실적인 피사계 심도 효과를 위한 후보정 과정[편집]

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  • [Lokovic and Veach 00] Tom Lokovic, Eric Veach. “Deep Shadow Maps.” Proceedings of SIGGRAPH 2000, 2000.

6 실시간 화면 공간 구름 조명[편집]

7 화면 공간 표면하 산란[편집]

  • [d’Eon and Luebke 07] Eugene d’Eon, David Luebke. “Advanced Techniques for Realistic Real-Time Skin Rendering.” GPU Gems 3, Hubert Nguyen 엮음, Chapter 14, pp. 293-347. Addison Wesley, 2007.
  • [Gillham 06] David Gillham. “Real-time Depth-of-Field Implemented with a Postprocessing-Only Technique.” ShaderX5, Wolfgang Engel 엮음, Chapter 3.1, pp. 163-175. Charles River Media, 2006.
  • [Gritz and d’Eon 07] Larry Gritz, Eugene d’Eon. “The Importance of Being Linear.” GPU Gems 3, Hubert Nguyen 엮음, Chapter 24, pp. 529-542. Addison Wesley, 2007.
  • [Hable et al. 09] John Hable, George Borshukov, Jim Hejl. “Fast Skin Shading.” ShaderX7, Wolfgang Engel 엮음, Chapter 2.4, pp. 161-173. Charles River Media, 2009.
  • [Jensen et al. 01] Henrik Wann Jensen, Steve Marschner, Marc Levoy, Pat Hanrahan. “A Practical Model for Subsurface Light Transport.” Proceedings of ACM SIGGRAPH 2001, pp. 511-518, 2001.
  • [Jimenez and Gutierrez 08] Jorge Jimenez, Diego Gutierrez. “Faster Rendering of Human Skin.” CEIG, pp. 21-28, 2008.
  • [Jimenez et al. 09] Jorge Jimenez, Veronica Sundstedt, Diego Gutierrez. “Screen-Space Perceptual Rendering of Human Skin.” ACM Transactions on Applied Perception.

VI 휴대용 기기[편집]

3 iPhone 3GS 그래픽 개발 및 최적화 전략[편집]

  • [POWERVR 09] Imagination Technologies. “POWERVR SGX OpenGL ES 2.0 Application Development Recommendations.” 2009
  • [Apple 09] Apple Inc. “The Objective-C 2.0 Programming Guide.” 2009. 웹 http:// developer.apple.com/iphone/library/documentation/Cocoa/Conceptual/ ObjectiveC/ObjC.pdf
  • [Fenney 03] Simon Fenney. “Texture Compression using Low-Frequency Signal Modulation.” Graphics Hardware. White paper, 2003. 웹 http://www.imgtec.com/whitepapers/PVRTextureCompression.pdf.

4 이동기기용 3D UI 엔진의 최적화[편집]

  • [Munshi et al. 08] Aaftab Munshi, Dan Ginsburg, Dave Shreiner. OpenGL(R) ES 2.0 Programming Guide. Boston: Addison-Wesley Professional, 2008.
  • [Pulli et al. 07] Kari Pulli, Jani Vaarala, Ville Miettinen, Tomi Aarnio, Kimmo Roimela. Mobile 3D Graphics: with OpenGL ES and M3G. San Francisco: Morgan Kaufmann, 2007.
  • [Beets 09] Kristof Beets, Mikael Gustavsson, Erik Olsson. “Optimizing your first OpenGL ES Applications.” ShaderX7: Advanced Rendering Techniques. Boston: Charles River Media, 2009.
  • [Catterall 09] Ken Catterall. “Optimised Shaders for Advanced Graphical User Interfaces.” ShaderX7: Advanced Rendering Techniques. Boston: Charles River Media, 2009.
  • [Khronos 09] Khronos OpenGL ES. 2009. 웹 http://www.khronos.org/opengles/.
  • [Imagination Technologies 09] Khronos OpenGL ES 2.0 SDKs for POWERVR SGX. 2009. 웹 http://www.imgtec.com/powervr/insider/sdk/KhronosOpenGLES2xSGX.asp.
  • [Microsoft 09] Microsoft DirectX. 2009. 웹 http://msdn.microsoft.com/en-us/directx/default.aspx.

VII 그림자[편집]

1 전통적인 그림자 필터링의 속도 개선[편집]

  • [Annen et al. 07] Thomas Annen, Tom Mertens, Philippe Bekaert, Hans-Peter Seidel, Jan Kautz. “Convolution Shadow Maps.” Eurographics Symposium on Rendering 18(2007).
  • [Donnelly et al. 06] William Donnelly, Andrew Lauritzen. “Variance Shadow Maps.” SI3D ’06: Proceedings of the 2006 Symposium on Interactive 3D Graphics and Games (2006), 161-165.
  • [Dmitriev et al. 07] Kirill Dmitriev, Yury Uralsky. “Soft Shadows Using Hierarchical Min-Max Shadow Maps.” Presented at Game Developers Conference, San Francisco, March 5-9, 2007. 웹 http://developer.download.nvidia.com/presentations/2007/gdc/SoftShadows.pdf.
  • [Fernando 05] Randima Fernando. “Percentage-Closer Soft Shadows.” International Conference on Computer Graphics and Interactive Techniques 35 (2005). 웹 http:// download.nvidia.com/developer/presentations/2005/GDC/Sponsored_Day/ Percentage_Closer_Soft_Shadows.pdf.
  • [Gruen 07] Holger Grun. “Approximate Cumulative Distribution Function Shadow Mapping.” ShaderX6 Advanced Rendering Techniques, edited by Wolfgang Engel. Boston: Charles River Media, 2007, 239-256.
  • [Gumbau et al. 10] Jesus Gumbau, Miguel Chover, Mateu Sbert. “Screen- Space Soft Shadows.” GPUPro Advanced Rendering Techniques, edited by Wolfgang Engel. Natick, MA: A K Peters, 2010.
  • [Soler et al. 98] C. Solor, F. Sillion,. “Fast Calculation of Soft Shadow Textures Using Convolution.” Computer Graphics(SIGGRAPH ’98 Proceedings) (1998): 321-32.
  • [Williams 78] Lance Williams. “Casting curved shadows on curved surfaces.” Computer Graphics(SIGGRAPH ’78 Proceedings) 12(1978): 270-274.

2 혼성 최대·최소 평면 기반 그림자 맵[편집]

3 4면체 매핑을 이용한 무지향광 그림자 매핑[편집]

  • [Williams 78] Lance Williams. “Casting Curved Shadows on Curved Surfaces.” Computer Graphics(SIGGRAPH ’78 Proceedings) 12.3(1978): 270-274.
  • [Voorhies and Foran 94] Douglas Voorhies, Jim Foran. “Reflection Vector Shading Hardware.” Proceedings of SIGGRAPH ’94 (1994): 163-166.
  • [Heidrich and Seidel 98] Wolfgang Heidrich, Hans-Peter Seidel. “View- Independent Environment Maps.” 1998 SIGGRAPH / Eurographics Workshop on Graphics Hardware (1998): 39-46.

4 화면 공간 부드러운 그림자[편집]

  • [Annen et al. 08] Thomas Annen, Zhao Dong, Tom Mertens, Philippe Bekaert, Hans-Peter Seidel, Jan Kautz. “Real-Time, All-Frequency Shadows in Dynamic Scenes.” Proceedings of SIGGRAPH 3(2008), 1-8.
  • [Bavoil 08a] Louis Bavoil. “Advanced Soft Shadow Mapping Techniques.” Game Developers Conference.
  • [Bavoil 08b] Louis Bavoil. “Percentage-Closer Soft Shadows.” NVIDIA. Available online(http://developer.download.nvidia.com/SDK/10.5/direct3d/samples.html).
  • [Donnelly and Lauritzen 06] William Donnelly, Andrew Lauritzen. “Variance Shadow Maps.” Proceedings of the 2006 Symposium on Interactive 3D Graphics and Games, pp. 161-165, 2006.
  • [Engel 08] Wolfgang Engel. “Designing a Renderer for Multiple Lights: The Light Pre-Pass Renderer.” ShaderX7 : Advanced rendering techniques.
  • [Fernando 05] Randima Fernando. “Percentage-Closer Soft Shadows.” SIGGRAPH ’05: ACM SIGGRAPH 2005 Sketches, p. 35, 2005.
  • [Geusebroek and Smeulders 03] Jan M. Geusebroek, Arnold W. M. Smeulders. “Fast Anisotropic Gauss Filtering.” IEEE Transactions on Image Processing 12:8(2003), 99-112.
  • [Hasenfratz et al. 03] Jean-Marc Hasenfratz, Marc Lapierre, Nicolas Holzschuch, Francois Sillion. “A Survey of Real-Time Soft Shadows Algorithms.” Computer Graphics Forum 22:4(2003), 753-774.
  • [Reeves et al. 87] William T. Reeves, David H. Salesin, Robert L. Cook. “Rendering Antialiased Shadows with Depth Maps.” SIGGRAPH ’87 21:4 (1987), 283-291.
  • [Salvi 07] Marco Salvi. “Rendering Filtered Shadows with Exponential Shadow Maps.” ShaderX6 : Advanced rendering techniques.
  • [Williams 78] Lance Williams. “Casting Curved Shadows on Curved Surfaces.” SIGGRAPH ’78, 12, 12, pp. 270-274, 1978.

VIII 3D 엔진 설계[편집]

1 GPU에서 버킷 정렬을 이용해서 다중 단편 효과 만들기[편집]

  • [Bavoil and Myers 08] Louis Bavoil, Kevin Myers. “Order Independent Transparency with Dual Depth Peeling.” Technical report, NVIDIA Corporation, 2008.
  • [Bavoil et al. 07] Louis Bavoil, Steven P. Callahan, Aaron Lefohn, Jo ao L. D. Comba, Claudio T. Silva. “Multi-Fragment Effects on the GPU Using the k-Buffer.” Proceedings of the 2007 Symposium on Interactive 3D Graphics and Games, pp. 97-104, 2007.
  • [Everitt 01] Cass Everitt. “Interactive Order-Independent Transparency.” Technical report, NVIDIA Corporation, 2001. 웹 http://developer.nvidia.com/object/Interactive_Order_Transparency.html.
  • [Liu et al. 06] Bao-Quan Liu, Li-Yi Wei, Ying-Qing Xu. “Multi-Layer Depth Peeling via Fragment Sort.” Technical report, Microsoft Research Asia, 2006.
  • [Mammen 89] Abraham Mammen. “Transparency and Antialiasing Algorithms Implemented with the Virtual Pixel Maps Technique.” IEEE Computer Graphics and Applications 9:4(1989), 43-55.
  • [NVIDIA 05] NVIDIA. “GPU Programming Exposed: the Naked Truth Behind NVIDIA’s Demos.” Technical report, NVIDIA Corporation, 2005.

2 Cell Broadband Engine에서 병렬화된 사전 조명 패스 렌더링 구현하기[편집]

3 Direct3D9와 OpenGL 2.0 사이의 코드 이식[편집]

IX 게임 부검[편집]

2 Call of Juarez: Bound in Blood에 쓰인 렌더링 기법들[편집]

  • [Techland 07] Techland, Call of Juarez. 웹 http://www.coj-game.com/,2009년 9월.
  • [Techland 09] Techland, Call of Juarez: Bound in Blood. 웹 http://www.callofjuarez.com, 2009년 9월.
  • [Hargreaves 04] S. Hargreaves. “Deferred Shading.” Game Developer’s Conference, San Jose, CA, 2004년 3월 24-26일. 웹 http://www.talula.demon.co.uk/DeferredShading.pdf, September 2009;
  • [Tomasi 98] C. Tomasi, R. Manduchi. “Bilateral Filtering for Gray and Color Images.” Proceedings of the Sixth International Conference on Computer Vision (1998):839-846.

3 크게, 아름답게, 빠르게, 일관되게 만들기: Just Cause 2 개발에서 배운 교훈들[편집]

  • [Trebilco 09] amian Trebilco. “Light-Indexed Deferred Rendering.” ShaderX7, Wolfgang Engel 엮음. pp. 243-256. Boston: Charles River Media, 2008.
  • [Engel 06] olfgang Engel. “Cascaded Shadow Maps.” ShaderX7, Wolfgang Engel 엮음. pp. 197-206. Boston: Charles River Media, 2008.
  • [Zhang 09] an Zhang, Alexander Zaprjagaev, Allan Bentham. “Practical Cascaded Shadow Maps.” ShaderX7, Wolfgang Engel 엮음. pp. 305-329. Boston: Charles River Media, 2008.
  • [Tatarchuk 05] atalya Tatarchuk. “Advances in Real-Time Skin Rendering.” 웹 http://developer.amd.com/media/gpu_assets/D3DTutorial05_Real-Time_Skin_Rendering.pdf, 2009.
  • [Kajalin 09] ladimir Kajalin. “Screen-Space Ambient Occlusion.” ShaderX7, Wolfgang Engel 엮음. pp. 413-424. Boston: Charles River Media, 2008.
  • [Ericson 07] hrister Ericson. “Physics for Games Programmers: Numerical Robustness(for Geometric Calculations).” 웹 http://realtimecollisiondetection.net, 2009.
  • [Persson 09] Emil Persson. “Particle Trimmer.” 웹 http://www.humus.name,2009.

4 파괴 가능한 입체 지형[편집]

X 픽셀과 삼각형을 넘어서[편집]

1 범용 시각적 컴퓨터의 병렬 구현[편집]

  • [Chua and Yang 98a] L. O. Chua, L. Yang. Cellular Neural Networks: Applications, 35. Singapore: World Scientific, 1998.
  • [Chua and Yang 98b] L. O. Chua, L. Yang. “Cellular Neural Networks: Theory.” IEEE Trans. on Circuits and System 35:10(1998), 1257-1268.
  • [Chua 98] L. O. Chua. A Paradigm for Complexity. Singapore: World Scientific, 1998.
  • [K.R. Crounse and Chua 93] T. Roska K.R. Crounse, L.O. Chua. “Image Halftoning with Cellular Neural Networks.” IEEE Trans. Circuits Syst. Part II 40:4(1993), 267-283.
  • [K.R. Crounse 93] L.O. Chua K.R. Crounse, T. Roska. “Image Halftoning with Cellular Neural Networks.” IEEE Trans. Circuits Syst. Part II 40:4(1993), 267-283.
  • [M. Brucoli 95] G. Grassi M. Brucoli, L. Carnimeo. “Discrete-Time Cellular Neural Networks for Associative Memories with Learning and Forgetting Capabilities.” IEEE Trans. Circuits Syst. Part I 42:7(1995), 396-399.
  • [Turk 91] G. Turk. “Generating Textures on Arbitrary Surfaces using Reaction Diffusion.” ACM SIGGRAPH, pp. 289-298.

2 CUDA를 이용한 가상 텍스처링 가속[편집]

  • [Barrett 08] Sean Barrett. “Sparse Virtual Textures.” GDC 2008 presentation, 2008.
  • [Biermann et al. 04] Ralf Biermann, Derek Cornish, Matt Craighead, Bill Licea- Kane, Brian Paul. “Pixel Buffer Object.”
  • [Harris et al. 08] Mark Harris, Shubhabrata Sengupta, John D. Owens. “Parallel Prefix Sum(Scan) with CUDA.” GPU Gems 3, pp. 851-876.
  • [Lefebre et al. 04] Sylvain Lefebre, Jerome Darbon, Fabrice Neyret. “Unified Texture Management for Arbitrary Meshes.” Research Report No. 5210.
  • [Mittring 08] Martin Mittring. “Advanced Virtual Texture Topics.” ACM SIGGRAPH 2008 Classes.
  • [NVIDIA 99] NVIDIA. Texture Filter Anisotropic. Santa Clara: NVIDIA Corporation, 1999.
  • [NVIDIA 09] NVIDIA. OpenCL Jump Start Guide. Santa Clara: NVIDIA Corporation, 2009.
  • [Tanner et al. 98] Christopher C. Tanner, Christopher J. Migdal, Michael T. Jones. “The Clipmap: A Virtual Mipmap.” Proceedings of the 25th Annual Conference on Computer Graphics and Interactive Techniques.
  • [van Waveren 06] Jan-Paul van Waveren. “Real-Time DXT Compression.”
  • [van Waveren 08] Jan-Paul van Waveren. “Geospatial Texture Streaming from Slow Storage Devices.”
  • [van Waveren 09] Jan-Paul van Waveren. “ID Tech 5 Challenges.” SIGGRAPH 2009: Beyond Programmable Shading Course.

3 GigaVoxels를 이용한 고세부 입체 장면의 효율적 렌더링[편집]

  • [Crassin et al. 09] Cyril Crassin, Fabrice Neyret, Sylvain Lefebvre, Elmar Eisemann. “GigaVoxels : Ray-Guided Streaming for Efficient and Detailed Voxel Rendering.” ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games(I3D). ACM, 2009. 웹 http://artis.imag.fr/Publications/2009/CNLE09.
  • [Engel et al. 01] Klaus Engel, Martin Kraus, Thomas Ertl. “High-Quality Pre-integrated Volume Rendering Using Hardware-Accelerated Pixel Shading.” ACM SIGGRAPH/EUROGRAPHICS Workshop on Graphics hardware (HWWS), pp. 9-16, 2001.
  • [Hadwiger et al. 06] Markus Hadwiger, Joe M. Kniss, Christof Rezk-salama, Daniel Weiskopf, Klaus Engel. Real-Time Volume Graphics, 2006.
  • [Horn et al. 07] Daniel Reiter Horn, Jeremy Sugerman, Mike Houston, Pat Hanrahan. “Interactive k-d Tree GPU Raytracing.” ACM Siggraph Symposium on Interactive 3D Graphics and Games(I3D), 2007.
  • [Kapler 03] Alan Kapler. “Avalanche! Snowy FX for XXX.” SIGGRAPH Sketch (2003): 1.
  • [Krall and Harrington 05] Joshua Krall, Cody Harrington. “Modeling and Rendering of Clouds on ‘Stealth.’” SIGGRAPH Sketch (2005).
  • [Kruger and Westermann 03] J. Kruger, R. Westermann. “Acceleration Techniques for GPU-based Volume Rendering.” VIS ’03: Proceedings of the 14th IEEE Visualization 2003(VIS’03). Washington, DC: IEEE Computer Society, 2003.
  • [Lefebvre et al. 05] Sylvain Lefebvre, Samuel Hornus, Fabrice Neyret. “Octree Textures on the GPU.” GPU Gems 2: Programming Techniques for High- Performance Graphics and General-Purpose Computation, pp. 595-613. Boston: Addison Wesley, 2005. 웹 http://www-evasion.imag.fr/Publications/2005/LHN05a.
  • [NVIDIA 09] NVIDIA. CUDA Programming Guide 2.2, 2009.
  • [Roettger et al. 03] Stefan Roettger, Stefan Guthe, Daniel Weiskopf, Thomas Ertl, Wolfgang Strasser. “Smart Hardware-Accelerated Volume Rendering.” VISSYM ’03: Proceedings of the Symposium on Data Visualisation 2003. Eurographics Association, 2003.
  • [Scharsach 05] Henning Scharsach. “Advanced GPU Raycasting.” Central European Seminar on Computer Graphics, pp. 69-76, 2005.

4 GPU에서 수행하는 공간 구획 분류[편집]

  • [Amada et al. 04] T. Amada, M. Imura, Y. M. Yoshinhiro Yasimuro, K. Chihara. “Particle-Based Fluid Simulation on GPU.” ACM Workshop on General- Purpose Computing on Graphics Processors (2004), 154-59.
  • [Bell et al. 05] N. Bell, Y. Yu, P. J. Mucha. “Particle-Based Simulation of Granular Materials.” SCA ’05: Proceedings of the 2005 ACM SIGGRAPH/ Eurographics Symposium on Computer Animation (2005), 77-86.
  • [Everitt 01] C. Everitt. “Interactive Order-Independent Transparency.” NVIDIA. White Paper, 2001.
  • [Harada et al. 07a] T. Harada, S. Koshizuka, Y. Kawaguchi. “Sliced Data Structure for Particle-Based Simulations on GPUs.” GRAPHITE ’07: Proceedings of the 5th International Confer- ence on Computer Graphics and Interactive Techniques in Australia and Southeast Asia (2007), 55-62.
  • [Harada et al. 07b] T. Harada, S. Koshizuka, Y. Kawaguchi. “Smoothed Particle Hydrodynamics on GPUs.” Proceedings of Computer Graphics International (2007), 63-70.
  • [Harada 07] T. Harada. “Real-Time Rigid Body Simulation on GPUs.” GPU Gems 3, Hubert Nguyen 엮음, pp. 611-32. Boston: Addison-Wesley, 2008.
  • [Harris et al. 03] M. J. Harris, W. V. Baxter, T. Scheuermann, A. Lastra. “Simulation of Cloud Dynamics on Graphics Hardware.” HWWS ’03: Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Conference on Graphics Hardware (2003), 92-101.
  • [Mammen 89] A. Mammen. “Transparency and Antialiasing Algorithms Implemented with the Virtual Pixel Maps Technique.” IEEE Computer Graphics Applications 9:4(1989), 43-55.
  • [Purcell et al. 03] T. J. Purcell, C. Donner, M. Cammarano, H. W. Jensen, P. Hanrahan. “Photon Mapping on Programmable Graphics Hardware.” Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Conference on Graphics Hardware (2003), 41-50.
  • [Shopf et al. 08] J. Shopf, J. Barczak, C. Oat, N. Tatarchuk. “March of the Froblins: Simulation and Rendering Massive Crowds of Intelligent and Detailed Creatures on GPU.” SIGGRAPH ’08: ACM SIGGRAPH (2008), 52- 101.

5 입자들과 동적 메시 사이의 실시간 상호작용을 GPU에서 구현하기[편집]

  • [K. Crane 07] S. Tariq K. Crane, I. Llamas. “Real-Time Simulation and Rendering of 3D Fluids.” GPU Gems 3, pp. 633-676.