참고 자료

1부 "프로그래밍 기법" 관련 자료들
2부 "수학" 관련 자료들
3부 "인공 지능" 관련 자료들
4부 "다각형 기법" 관련 자료들
5부 "픽셀 효과" 관련 자료들

5.5 텍스쳐 좌표 생성을 이용한 고급 텍스쳐 기법

[Blythe99] Blythe, David, Advanced Graphics Programming Techniques Using OpenGL, April, 7, 2000.

[Watt92] Watt, Alan, and Watt, Mark, Advanced Animation and Rendering Techniques, ACM Press, 1992.

[Heidrich98] Heidrich, Wolfgang, and Seidel, Hans-Peter, View-independent Environment Maps for Hardware-Accellerated Graphics, Eurographics/ACM Siggraph Workshop on Graphics Hardware 1998, March 22, 2000.

[Nvidia00] NVIDIA technical brief, Perfect Reflections and Specular Lighting Effects with Cube Environment Mapping, March 10, 2000. ** 해당 Nvidia 페이지에는 짧게 Cube Environment Mapping이라는 제목으로 나와 있습니다...

 

5.6 하드웨어 범프 매핑

[Blinn78] Blinn, James, Simulation of wrinkled surfaces, Computer Graphics (SIGGRAPH 78 Proceedings), vol. 12, no. 3, pp. 286292, August 1978.

[Everitt00]Everitt, Cass, High-Quality, Hardware-Accelerated Per-Pixel Illumination for Consumer Class OpenGL Hardware, master's thesis, May 2000.

[NVIDIA] NVIDIA의 Developer Relations 사이트, May 2000.

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5.8 복잡한 객체에 대한 실시간적인 그림자 생성

[Blinn88] Blinn, James, Me and My (Fake) Shadow, Jim Blinns Corner, pages 5361, January 1988.

[Foley90] Foley, et al., Computer Graphics Principles and Practice, second edition, pages 745753, Addison-Wesley, 1990.

[Blythe96] Blythe, David, and McReynolds, Tom, Programming with OpenGL: Advanced Rendering, SIGGRAPH 96 Course Notes, August 1996.

[Heckbert96] Heckbert, Paul, and Herf, Michael, Fast Soft Shadows, SIGGRAPH 96 Visual Proceedings, page 145, August 1996.

[Heckbert97] Heckbert, Paul, and Herf, Michael, Simulating Soft Shadows with Graphics Hardware, CMU-CS-97-104, Computer Science Department, Carnegie Mellon University, January 1997.

[Woo97] Woo, Mason, Neider, Jackie, and Davis, Tom, OpenGL Programming Guide, second edition, Addison-Wesley Developers Press, Silicon Graphics, 1997.

 

5.9 광택성 사전 필터링과 프레넬 항을 이용한 개선된 환경 매핑 반사 효과

[Blinn76] Blinn, J., and Newell, M., Texture and Reflection in Computer-Generated Images, Communications of the ACM, 19:542-546, 1976.

[Heidrich99] Heidrich, W., and Seidel, H.-P., Realistic, Hardware-Accelerated Shading and Lighting, SIGGRAPH 99 Proceedings, pages 171178, August 1999.

[Foley90] Foley, J., van Dam, A., Feiner, S., and Hughes, J., Computer Graphics: Principles and Practice, pp. 766770, 1990.

[Kautz00] Kautz, J., and McCool, M., Approximation of Glossy Reflection with Prefiltered Environment Maps, Proceedings Graphics Interface

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5.10 게임을 위한 그럴듯한 유리 효과

[Greene86] Greene, Ned, Environment Mapping and Other Applications of World Projections, IEEE Computer Graphics and Applications, volume 6. number 11, pp. 21-29 November 1986.

[Woo97] Woo, Mason, Neider, Jackie, and Davis, Tom, OpenGL Programming Guide, second edition, Addison-Wesley Developers Press, Silicon Graphics, 1997.

 

5.11 용기에 담긴 액체를 위한 굴절 매핑

[Apodaca99] Apodaca, A., and Gritz, L., Advanced RenderMan: Creating CGI for Motion Pictures, Morgan Kaufmann, 1999.

[Bastos99] Bastos, R., Hoff, K., Wynn, W., and Lastra, A., "Increased Photorealism for Interactive Architectural Walkthroughs", ACM Symposium on Interactive 3D Graphics, pp. 183-190, 1999.

[Heidrich98] Heidrich, W., and Seidel, H.-P., "View-independent Environment Maps", Eurographics/ACM SIGGRAPH Workshop on Graphics Hardware, 1998.

[McQuade00] McQuade, L., Personal Communication, 2000.

[Tso87] Tso, P., and Barsky, B., "Modeling and Rendering Waves: Wave Tracing Using Beta-Splines and Reflective and Refractive Texture Mapping", ACM Transactions on Graphics (6), pp. 191214, 1987.

[Stam96] Stam, J., "Random Caustics: Natural Textures and Wave Theory Revisited", SIGGRAPH, 1996.

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