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4.0 OpenGLÀ» À§ÇÑ Á¤Á¡ ÁöÁ¤ ÃÖÀûÈ [ARB] OpenGL Extensions. OpenGL ARB. (www.opengl.org) [Kempf97] Kempf, R., and Frazier, C., OpenGL Reference Manual 2nd Edition, Addison-Wesley Developers Press, 1997. [Spitzer00] Spitzer, John F., Maximizing OpenGL Performance for GPUs 08 March 2000 |
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4.2 º¤ÅÍ Ä«¸Þ¶ó Tanzanite Software À¥ »çÀÌÆ® - ¼½¼Ç 4.2 ÇÊÀÚÀÇ »çÀÌÆ®. |
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4.10 ¿ÁÆ®¸®ÀÇ ±¸Ãà [Foley87] Foley, van Dam, Feiner, and Hughes, Computer Graphics: Principles and Practice 2nd Edition, 1987, p 550-555. [Hoff] Hoff, Kenny, Fast ABBB/View-Frustum Overlap Test [Moller99] Moller and Haines, Real-Time Rendering, 1999, p. 206-211, 310-312. [Suter99] Suter, Jaap, Introduction to Octree , April 13, 1999 |
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4.12 ºä µ¶¸³ÀûÀÎ Á¡ÁøÀû ¸Þ½Ì [Duchaineau97] Duchaineau, M. et al, ROAMing Terrain: Real-time Optimally Adapting Meshes, 1997 ** PDF ¹®¼ ** [Garland97] Garland, M., and Heckbert, P.S., Surface Simplification Using Quadric Error Metrics , Siggraph 1997 Proceedings, pp. 209-216, August 1997. [Hoppe96] Hoppe, H., Progressive Meshes , Siggraph 1996 Proceedings, pp. 99-108, August 1996. [Hoppe97] Hoppe, H., View-dependent refinement of Progressive Meshes, Siggraph 1997 Proceedings, pp. 99108, August 1997. [Hoppe98] Hoppe, H., Efficient implementation of progressive meshes, Computers & Graphics, Vol. 22(1), pp. 27-36, 1998. ** HoppeÀÇ È¨ÆäÀÌÁö¿¡ ´õ ¸¹Àº ³í¹®µéÀÌ ÀÖ½À´Ï´Ù. ** [Lindstrom99] Lindstrom, P., and Turk, G., Evaluation of Memoryless Simplification, IEEE Transactions on Visualization and Computer Graphics, Vol.5(2), AprilJune 1999. [Ronfard96] Ronfard, R., and Rossignac, J., Full-Range Approximation of Triangulated Polyhedra. Eurographics 1996 Proceedings, in Computer Graphics Forum, 15(3), August 1996, pp. 6776. [Svarovsky99] Svarovsky, J., Extreme Detail Graphics, Game Developers Conference 1999 Proceedings |
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4.13 º¸°£À» ÀÌ¿ëÇÑ 3D ŰÇÁ·¹ÀÓ ¾Ö´Ï¸ÞÀÌ¼Ç [Foley96] Foley, J., van Dam, A., Feiner, S., and Hughes, J. Computer Graphics: Principles and Practice 2nd Edition. New York: Addison-Wesley Publishing Company, Inc., 1996. |
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4.14 ºü¸£°í °£´ÜÇÑ ½ºÅ°´× ±â¹ý [Lander98] Lander, Jeff, Game Developer Magazine, May 1998: Real-time Skeletal Deformation. |
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4.15 Æ´ ¸Å¿ì±â - ½ºÆ¼Äª°ú ½ºÅ°´×À» ÀÌ¿ëÇÑ °í±Þ ¾Ö´Ï¸ÞÀÌ¼Ç [Lander98] Lander, Jeff, Skin Them Bones: Game Programming for the Web Generation, Game Developer Magazine (May 1998): pp. 11-16. [Terzopoulos87] Terzopoulos, Demetri, et al, Elastically Deformable Models, Computer Graphics, Vol 21, no.4 (SIGGRAPH 1987): pp. 205-214. |
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4.16 ½Ç½Ã°£ »ç½ÇÀû ÁöÇü »ý¼º [Dewdney90] Dewdney, A. K., The Tinkertoy Computer, W.H. Freeman, 1990. [Lecky99] Lecky-Thompson, Guy W., Algorithms for An Infinite Universe, Gamasutra, 1999. [McNeill95] McNeill, James, SubDiv Applet, mcneja@wwc.edu. |
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4.17 ÇÁ·¢Å» ÁöÇü »ý¼º - ´ÜÃþ¼± º¯Çü [Krten94] Krten, Robert, Generating Realistic Terrain, Dr. Dobb's Journal (July 1994). |
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4.19 ÇÁ·¢Å» ÁöÇü »ý¼º - ÀÔÀÚ Ä§Àü [Barabasi95] Barabasii, A. L., and Stanley, H. E., Fractal Concepts in Surface Growth (Cambridge University Press, 1995) |