GRAPHICS PROGRAMMING

์บ๋ฆญํ„ฐ ๋ Œ๋”๋ง ํ‘œํ˜„ ๊ธฐ๋ฒ• ํ†ตํ•ฉ๋ณธ ์—ฐ์žฌ ๊ณ„ํš.

jplee 2023. 9. 6. 14:02
๐Ÿ’ก ์ด 5 ๊ฐœ์˜ Chpater ๋กœ ์—ฐ์žฌ. ๊ฐ ์ณ…ํ„ฐ๋Š” ์ฃผ๋กœ ์‹ค์ œ๋กœ ์ž‘์—… ํ•ด ์™”๋˜ ๋ฐฉ์‹์„ ํ† ๋Œ€๋กœ ์—ฐ์žฌ ํ•˜๊ณ  ์ƒ์„ธํ•œ ๊ธฐ์ˆ ์ ์ธ ์„ค๋ช…์€ ๋ณ„์ฒจ ๋ฐ ๋ ˆํผ๋Ÿฐ์Šค์™€ ์ฃผ์„์„ ์‚ฌ์šฉ.

 

  1. OpenGL-ES 2.x ์‹œ๋Œ€์— ๊ตฌํ˜„ ๋œ ์บ๋ฆญํ„ฐ ํ”ผ๋ถ€ ๋ Œ๋”๋ง ๊ธฐ๋ฒ•.
    1. Blended Normal ์„ ์‚ฌ์šฉํ•œ light speed scattering effect ํšจ๊ณผ.
    2. Rim light function.
    3. Pre-baked SH character lighting method.
  2. OpenGL-ES 3.X ์ดํ›„ ์‹œ๋Œ€์— ๊ฐ๊ด‘ ๋ฐ›์€ ์บ๋ฆญํ„ฐ ํ”ผ๋ถ€ ๋ Œ๋”๋ง ๊ธฐ๋ฒ•.
    1. ๋ชจ๋ฐ”์ผ ํ•˜๋“œ์›จ์–ด์— ์ ํ•ฉํ•œ Skin scattering ๊ธฐ๋ฒ•.
      1. Pre-Integrated Skin lookup ์„ ์‚ฌ์šฉํ•œ ์ง„ํ”ผ ์‚ฐ๋ž€ ํšจ๊ณผ.
      2. Sphererical gaussian ๊ธฐ๋ฒ•์„ ์‚ฌ์šฉํ•œ diffusion profile ๊ณผ diffusion normal ์ฒ˜๋ฆฌ.
  3. ์ฐจ์„ธ๋Œ€ ํ•˜๋“œ์›จ์–ด ํ”Œ๋ ˆํผ์—์„œ ์‚ฌ์šฉ๋˜๋Š” ํ”ผ๋ถ€ ๋ Œ๋”๋ง ๊ธฐ๋ฒ•.
    1. Bssrdf ์™€ diffusion profile.
    2. Dual Lobe Specular.
    3. Detailed shadow.
    4. Fake Penumbra Shadow.
    5. Specular occlusion.
    6. GI occlusion.
  4. ์บ๋ฆญํ„ฐ ์ฝ”์ŠคํŠฌ์— ์‚ฌ์šฉ๋˜๋Š” ๋ Œ๋”๋ง ๊ธฐ๋ฒ•.
    1. ์˜์ƒ์— ์‚ฌ์šฉ ๋˜๋Š” ์žฌ์งˆ ๋ถ„๋ฅ˜์™€ ํŠน์„ฑ.
      1. ์‹คํฌ
      2. ๋ฒจ๋ฒณ
      3. ๋ฆฐ๋„จ
      4. ์ฝ”ํŠผ
      5. ๋น„๋‹
      6. ๊ฐ€์ฃฝ
    2. ๊ฐ ํŠน์„ฑ๋ณ„ ์…ฐ์ด๋” ํ”ผ์ฒ˜ ๊ตฌํ˜„.
  5. ์บ๋ฆญํ„ฐ ํ”ผ๋ถ€ ์…ฐ์ด๋” ์™ธ์˜ ๊ธฐํƒ€ ๋ Œ๋”๋ง ๊ธฐ๋ฒ•.
    1. ์ข€ ๋” ๊ฐ€๋ณ๊ฒŒ ๊ตฌํ˜„ ํ•ด ๋ณด๋Š” Meta human ๋ˆˆ๋™์ž ์…ฐ์ด๋”.
    2. ์–‘์‹ํ™” ๋œ ๋ Œ๋”๋ง ๊ธฐ๋ฒ•์„ ์œ„ํ•œ ๋ˆˆ๋™์ž ์…ฐ์ด๋” ๊ธฐ๋ฒ•.
    3. ์ผ๋ณธ์‹ ๊ฐœ๋ฐœ ๊ธฐ๋ฒ•์„ ์ฐธ์กฐํ•œ ์–‘์‹ํ™” ๋œ ๋ˆˆ๋™์ž ์…ฐ์ด๋” ๊ธฐ๋ฒ•.
    4. Hair strand speuclar ๊ตฌํ˜„
    5. ๋ชจ๋ฉ˜ํŠธ ๊ธฐ๋ฐ˜ ํ—ค์–ด ์†Œํ”„ํŠธ ์‰๋„์šฐ.
    6. SDF ๊ธฐ๋ฐ˜ Horizental shadow trasition.
    7. Screen Space hair shadow caster.
    8. UV ๊ณต๊ฐ„์„ ์ด์šฉํ•œ Texture array ์ธ๋ฑ์Šค ์ฒ˜๋ฆฌ.
    9. URP ์…ฐ์ด๋” ์ „์ฒด ๋ฆฌํŽ™ํ† ๋ง.
    10. UE5 ์…ฐ์ด๋” ์ „์ฒด ๋ฆฌํŽ™ํ† ๋ง.

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