NDC 2013 : 광택 재질 표현 - Voxel Ray Tracing
- 1. 광택 재질 표현
Voxel Ray Tracing
드래곤플라이 스페셜포스 2
허 창 민
(changmin@dragonflygame.com)
- 27. Box Projected Cube Mapping
http://www.gamedev.net/topic/568829-box-projected-cubemap-environment-mapping/
- 28. Box Projected Cube Mapping
http://www.gamedev.net/topic/568829-box-projected-cubemap-environment-mapping/
- 29. Box Projected Cube Mapping
http://www.gamedev.net/topic/568829-box-projected-cubemap-environment-mapping/
- 30. Box Projected Cube Mapping
http://www.gamedev.net/topic/568829-box-projected-cubemap-environment-mapping/
- 31. Box Projected Cube Mapping
http://www.gamedev.net/topic/568829-box-projected-cubemap-environment-mapping/
- 32. Box Projected Cube Mapping
http://www.gamedev.net/topic/568829-box-projected-cubemap-environment-mapping/
- 40. Challenge #2 - Illumination
40Beyond Programmable Shading, SIGGRAPH 2010
Global Illumination
Shadows
Reflections
- 68. obj 파일 확장
HDR Light Mapping을 지원하기 위해 확장
Per vertex lighting scale 값
- 178. 512x512x512 = 512 Mbyte
64x64x64 + 256x256x180 =
1Mbytes + 11.25 Mbytes
512x512x512 = 512 Mbytes
- 179. 512x512x512 = 512 Mbyte
64x64x64 + 256x256x180 =
1Mbytes + 11.25 Mbytes
64x64x64 + 256x256x180 = 12.25 Mbytes
512x512x512 = 512 Mbytes