±¹³»µµ¼
Àü°øµµ¼/´ëÇб³Àç
°øÇаè¿
ÄÄÇ»ÅÍ°øÇÐ
Á¤°¡ |
29,000¿ø |
---|
29,000¿ø
870P (3%Àû¸³)
ÇÒÀÎÇýÅÃ | |
---|---|
Àû¸³ÇýÅà |
|
|
|
Ãß°¡ÇýÅÃ |
|
À̺¥Æ®/±âȹÀü
¿¬°üµµ¼
»óÇ°±Ç
ÀÌ»óÇ°ÀÇ ºÐ·ù
Ã¥¼Ò°³
ÃÖ±Ù ¿ì¸® »çȸ°¡ 4Â÷»ê¾÷Çõ¸í ½Ã´ë·Î ¹ßÀüÇÏ¸é¼ ÀΰøÁö´É, ºòµ¥ÀÌÅÍ, IoT¿Í ÇÔ²² °¡»ó/Áõ°Çö½Ç ±â¼úÀÌ ³Î¸® °¢±¤¹Þ°í ÀÖ½À´Ï´Ù. ƯÈ÷ °¡»ó/Áõ°Çö½Ç ±â¼ú°ú ÇÔ²² ¸ÞŸ¹ö½º Ç÷§ÆûÀº ¸¹Àº °ü½ÉÀ» ¹Þ°í ÀÖÀ¸¸ç ÀÌµé ¸ðµÎ ½Ç°¨Àִ ȯ°æÀ» º¸¿©ÁÖ´Â µ¥¿¡´Â ÄÄÇ»ÅÍ ±×·¡ÇȽº ±â¼úÀÌ ±âº» ¹ÙÅÁÀ¸·Î Àû¿ëµÇ°í ÀÖ´Ù. ¶ÇÇÑ ¸ÞŸ¹ö½º Ç÷§ÆûÀº ÀÎÅͳÝÀ¸·Î ¿¬°áµÇ¾î ¸¹Àº »ç¶÷µéÀÌ Âü¿©ÇÒ ¼ö ÀÖÀ¸¸ç ´Ù¾çÇÑ ÀÛ¾÷À» ¼öÇàÇÏ°í ÀÖ´Ù.
2003³â ¡°ÄÄÇ»ÅÍ ±×·¡ÇȽº ¹è¿òÅÍ¡±ÃÊÆÇÀ» Ãâ°£ÇÑÁö 20³âÀÌ µÇ¾ú´Ù. ±×µ¿¾È ¿ì¸® »çȸ¿Í ÄÄÇ»ÅÍ ±â¼úÀÌ ¾Õ¼ ¸»ÇÑ ¹Ù¿Í °°ÀÌ ¸¹ÀÌ ¹Ù²î¾ú´Ù. ƯÈ÷ ÀÎÅÍ³Ý °ü·Ã ±â¼úÀº ¹ßÀüÀÇ ¼Óµµ°¡ ¸Å¿ì »¡¶ó ±¸Çö ȯ°æ¿¡ ¸¹Àº º¯È°¡ ÀÖ¾ú´Ù. ÀÌ·¯ÇÑ »óȲ¿¡ ¸ÂÃß¾î À̹ø °³Á¤ 4ÆÇÀº ½Ç½À ȯ°æ°ú ½Ã¿¬¿¡ °ü·ÃµÈ ³»¿ëÀ» ´ëÆø ¼öÁ¤ÇÏ¿´´Ù. ¿ì¼± 3Àå¿¡¼ OpenGL ÇÁ·Î±×·¡¹Ö ½Ç½ÀÀ» C++ ȯ°æÀÌ ¾Æ´Ï¶ó À¥ºê¶ó¿ìÀú¿¡¼ Æí¸®ÇÏ°Ô ½Ç½ÀÇÒ ¼ö ÀÖµµ·Ï WebGL ÇÁ·Î±×·¡¹Ö ȯ°æÀ¸·Î º¯°æÇÏ°í ¼Õ½¬¿î ÇÁ·Î±×·¡¹ÖÀ» À§ÇÏ¿© Three.js ¶óÀ̺귯¸®¸¦ »ç¿ëÇϵµ·Ï ¼Ò°³ÇÏ¿´´Ù. ºÎ·Ï¿¡¼´Â ±âÁ¸ÀÇ 2D ¹× 3D ±×·¡ÇȽº ¼ÒÇÁÆ®¿þ¾î ½Ç½ÀÀº Á¦¿ÜÇÏ°í, Three.js ¶óÀ̺귯¸®¸¦ ÀÌ¿ëÇÑ WebGL ÇÁ·Î±×·¡¹Ö ½Ç½ÀÀ» ÁýÁßÀûÀ¸·Î ÇнÀÇÒ ¼ö ÀÖµµ·Ï Àüü ³»¿ëÀ» »õ·Ó°Ô ±¸¼ºÇÏ¿´´Ù.
ºÎ·ÏÀÇ ½Ç½À¿¡¼´Â º»¹® °¢ ÀåÀÇ À̷аú ´ëÀÀÇÏ¿© ¿¹Á¦ À§ÁÖ·Î WebGL ÇÁ·Î±×·¡¹ÖÀ» ´Ü±â°£¿¡ ¹è¿ï ¼ö ÀÖµµ·Ï ¼³¸íÇÏ¿´´Ù. ¶ÇÇÑ, º»¹® °¢ÀåÀÇ ¿¬½À¹®Á¦¿¡¼ ÇÁ·Î±×·¡¹Ö °ü·Ã ¹®Á¦´Â Á¦¿ÜÇÏ°í ºÎ·Ï¿¡¼ ½Ç½À°ú º´ÇàÇÏ¿© Ç®¾îº¼ ¼ö ÀÖµµ·Ï ½Ç½À¿¡ ÇÁ·Î±×·¡¹Ö ¿¬½À¹®Á¦¸¦ ¹èÄ¡ÇÏ¿´´Ù.
´ÙÀ½À¸·Î´Â À¥ºê¶ó¿ìÀú ȯ°æÀÌ º¯°æµÊ¿¡ µû¶ó ±âÁ¸¿¡ »ç¿ëÇÏ´ø ÀÚ¹Ù ½ÇÇà ¿£ÁøÀÌ ¹Ù²î°í Ç÷¡½Ã°¡ ´õ ÀÌ»ó Áö¿øµÇÁö ¾Ê´Â µî »çÀ̹öŬ·¡½ºÀÇ »ç¿ë¿¡ ¾Ö·Î°¡ ÀÖ¾ú´Ù. ÀÌ¿¡ »çÀ̹öŬ·¡½º¿¡¼ »ç¿ëÇÏ´ø ½Ã¿¬À» º»¹® ³»¿ëÀÇ ±×¸²À¸·Î ´ëüÇÏ¿© ¼³¸í¿¡ µµ¿òÀÌ µÇµµ ·Ï ¼öÁ¤ÇÏ¿´´Ù. ±× ¹Û¿¡µµ ÀϺΠ³»¿ëÀ» ÀÌÇØÇϱ⠽±µµ·Ï ´Ù½Ã ¼¼úÇÏ°í ÃֽŠ±â¼ú¿¡ ¸Â´Â »õ·Î¿î ±×¸²À¸·Î ±³Ã¼ÇÏ¿´´Ù.
¸ñÂ÷
PART 01 ±×·¡ÇȽº ½Ã½ºÅÛÀÇ °³¿ä
CHAPTER 01ÄÄÇ»ÅÍ ±×·¡ÇȽºÀÇ °³¿ä
1.1 ÄÄÇ»ÅÍ ±×·¡ÇȽºÀÇ ¹ßÀü
1.2 ±×·¡ÇȽº Ç¥ÇöÀÇ ºÐ·ù
1.2.1 º¤ÅÍ ±×·¡ÇȽº¿Í ·¡½ºÅÍ ±×·¡ÇȽº
1.2.2 3Â÷¿ø ±×·¡ÇȽºÀÇ Ã³¸®°úÁ¤
1.3 ±×·¡ÇȽº, À̹ÌÁöó¸®, ¾Ö´Ï¸ÞÀÌ¼Ç ¹× °¡»óÇö½Ç
1.3.1 ±×·¡ÇȽº¿Í À̹ÌÁöó¸®
1.3.2 ¾Ö´Ï¸ÞÀ̼ǰú °¡»óÇö½Ç
1.4 ÄÄÇ»ÅÍ ±×·¡ÇȽºÀÇ È°¿ë
¡á ¿¬½À¹®Á¦
CHAPTER 02ÄÄÇ»ÅÍ ±×·¡ÇȽº ½Ã½ºÅÛ
2.1 ±×·¡ÇȽº ½Ã½ºÅÛÀÇ ±¸¼º
2.2 µð½ºÇ÷¹ÀÌ ÀåÄ¡
2.2.1 CRT(Cathode Ray Tube) ¸ð´ÏÅÍÀÇ ¿ø¸®
2.2.2 º¤ÅÍ ¸ð´ÏÅÍ(Vector Monitor)
2.2.3 ·¡½ºÅÍ ¸ð´ÏÅÍ(Raster-Scan Monitor)
2.2.4 Ä÷¯ ¸ð´ÏÅÍ(Color Monitor)
2.2.5 ÆòÆÇ µð½ºÇ÷¹ÀÌ ÀåÄ¡
2.3 ±×·¡ÇȽº ÇÁ·Î¼¼¼(Graphics Processor)
2.4 ÀÔ·ÂÀåÄ¡
2.4.1 2Â÷¿ø ÀÔ·ÂÀåÄ¡
2.4.2 3Â÷¿ø ÀÔ·ÂÀåÄ¡
2.5 ÇϵåÄ«ÇÇ(Hard Copy) Ãâ·ÂÀåÄ¡
2.6 ±×·¡ÇȽº ¼ÒÇÁÆ®¿þ¾î
2.6.1 ±×·¡ÇȽº ¼ÒÇÁÆ®¿þ¾îÀÇ ±â´É
2.6.2 ÄÄÇ»ÅÍ ±×·¡ÇȽºÀÇ Ç¥ÁØ
¡á ¿¬½À¹®Á¦
CHAPTER 03 WebGL°ú ±×·¡ÇȽº ÀÀ¿ë ¼ÒÇÁÆ®¿þ¾î
3.1 OpenGLÀÇ ±âº» °³³ä
3.1.1 OpenGLÀÇ Æ¯Â¡
3.1.2 OpenGL °è¿ Ç¥ÁØÀÇ ÀåÁ¡
3.1.3 OpenGL ES¿Í WebGL
3.1.4 WebGL ÇÁ·Î±×·¡¹Ö ¼Ò°³
3.1.5 Three.js ¶óÀ̺귯¸®¸¦ ÀÌ¿ëÇÑ WebGL ÇÁ·Î±×·¡¹Ö
3.2 WebGL ¹× Three.jsÀÇ ÁÖ¿ä ±â´É
3.2.1 ±âÇÏ°´Ã¼ Çü»ó ¸ðµ¨¸µ(Geometric Shape Modeling)
3.2.2 ±âÇϺ¯È¯°ú Åõ¿µ(Geometric Transformation and Projection)
3.2.3 3Â÷¿ø °´Ã¼ÀÇ Àº¸éÁ¦°Å (Hidden Surface Removal)
3.2.4 »ö»ó ¹× ¼ÎÀ̵ù(Color and Shading)
3.2.5 ºí·»µù (Blending)
3.2.6 ÅؽºÃ³ ¸ÅÇÎ (Texture Mapping)
3.2.7 ¾Ö´Ï¸ÞÀ̼Ç(Animation)
3.2.8 ±âŸ À¯¿ëÇÑ ±â´É
3.3 º¤ÅÍ ±×·¡ÇȽº ¼ÒÇÁÆ®¿þ¾î
3.3.1 º¤ÅÍ ±×·¡ÇȽº(Vector Graphics)
3.3.2 ´ëÇ¥ÀûÀÎ 2D ±×¸®±â µµ±¸
3.4 ·¡½ºÅÍ ±×·¡ÇȽº ¼ÒÇÁÆ®¿þ¾î
3.4.1 ·¡½ºÅÍ ±×·¡ÇȽº(Raster Graphics)
3.4.2 ´ëÇ¥ÀûÀÎ ÆäÀÎÆà µµ±¸ ¹× À̹ÌÁö ÆíÁý µµ±¸
3.5 3Â÷¿ø ±×·¡ÇȽº ¼ÒÇÁÆ®¿þ¾î
3.5.1 3Â÷¿ø ±×·¡ÇȽº ¼ÒÇÁÆ®¿þ¾îÀÇ ÁÖ¿ä ±â´É
3.5.2 ´ëÇ¥ÀûÀÎ 3Â÷¿ø ±×·¡ÇȽº ¼ÒÇÁÆ®¿þ¾î
¡á ¿¬½À¹®Á¦
PART 02 2Â÷¿ø ÄÄÇ»ÅÍ ±×·¡ÇȽº
CHAPTER 04 2Â÷¿ø ±×·¡ÇȽºÀÇ ±âº» ¿ä¼Ò
4.1 Á¡°ú ¼±
4.1.1 Á¡°ú ¼±ÀÇ Á¤ÀÇ ¹× ¼Ó¼º
4.1.2 DDA ¼± ±×¸®±â ¾Ë°í¸®Áò
4.1.3 Bresenham ¼± ±×¸®±â ¾Ë°í¸®Áò
4.2 ¿ø, Ÿ¿ø ¹× ±âŸ °î¼±
4.2.1 ¿ø ±×¸®±â
4.2.2 Ÿ¿ø ±×¸®±â
4.2.3 ±âŸ °î¼± ±×¸®±â
4.3 ¿µ¿ª ¹× ´Ù°¢Çü ä¿ì±â
4.3.1 ¿µ¿ªÀÇ Æ¯¼º°ú ä¿ì±â ¹æ½Ä
4.3.2 ½Ãµåä¿ì±â(Seed Fill) ¹æ½Ä
4.3.3 ´Ù°¢Çü ³»ºÎ ÆÇ´Ü ±ÔÄ¢
4.3.4 ´Ù°¢Çü Áֻ纯ȯ(Polygon Scan-Conversion) ¹æ½Ä
4.4 ¹®ÀÚÀÇ Ç¥Çö
4.4.1 ÆùÆ®(Font)ÀÇ Á¾·ù
4.4.2 ¹®ÀÚ¿Í ÅؽºÆ®ÀÇ ¼Ó¼º
4.5 ¾ØƼ¾Ù¸®¾î½Ì(Antialiasing)
4.5.1 ·¡½ºÅÍ Ãâ·ÂÀÇ ¹®Á¦Á¡
4.5.2 ¾ØƼ¾Ù¸®¾î½Ì ±â¹ý
4.6 »ö»óÀÇ Ç¥Çö
4.6.1 RGB Ä÷¯ Ç¥Çö¹æ½Ä
4.6.2 À妽ºÄ÷¯(Indexed Color) Ç¥Çö¹æ½Ä
¡á ¿¬½À¹®Á¦
CHAPTER 05 2Â÷¿ø ±×·¡ÇȽºÀÇ º¯È¯
5.1 ±âº»ÀûÀÎ ±âÇϺ¯È¯(Geometric Transformation)
5.1.1 À̵¿(Translation)
5.1.2 ½ÅÃà(È®´ë/Ãà¼Ò:Scale)
5.1.3 ȸÀü(Rotation)
5.2 µ¿Â÷ÁÂÇ¥°è¸¦ ÀÌ¿ëÇÑ º¯È¯
5.2.1 µ¿Â÷ÁÂÇ¥°è(Homogeneous Coordinate System)ÀÇ Çʿ伺
5.2.2 µ¿Â÷ÁÂÇ¥°èÀÇ Ç¥Çö
5.2.3 ÇÕ¼ºº¯È¯(Composite Transformation)
5.3 ±âŸ ±âÇϺ¯È¯
5.3.1 ¹Ý»ç(Reflection)
5.3.2 ¹Ð¸²(Shearing)
5.4 ·¡½ºÅÍ ¹æ½Ä¿¡¼ÀÇ º¯È¯
5.4.1 ·¡½ºÅÍ º¯È¯
5.4.2 ·¡½ºÅÍ ¿¬»êÀÇ ¿ø¸® ¹× Á¾·ù
5.5 À©µµ¿ì¿Í ºäÆ÷Æ®(Viewport)
5.5.1 ºäÀ× ÆÄÀÌÇÁ¶óÀÎ(À©µµ¿ì¿Í ºäÆ÷Æ®ÀÇ °³³ä)
5.5.2 À©µµ¿ì-ºäÆ÷Æ® ÁÂÇ¥º¯È¯
5.6 Ŭ¸®ÇÎ ¾Ë°í¸®Áò(Clipping Algorithm)
5.6.1 Ŭ¸®ÇÎÀÇ Á¾·ù
5.6.2 Á¡ Ŭ¸®ÇÎ
5.6.3 ¼± Ŭ¸®ÇÎ
5.6.4 ¿µ¿ª Ŭ¸®ÇÎ
5.6.5 ÅؽºÆ® Ŭ¸®ÇÎ
¡á ¿¬½À¹®Á¦
CHAPTER 06 GUI¿Í ´ëÈ½Ä ÀԷ±â¹ý
6.1 »ç¿ëÀÚ ÀÎÅÍÆäÀ̽º
6.1.1 GUI(Graphical User Interface)
6.1.2 ÀÎÅÍÆäÀ̽º ¼³°è½Ã °í·Á»çÇ×
6.2 ±×·¡ÇÈ µ¥ÀÌÅÍÀÇ ÀÔ·Â
6.2.1 ³í¸®Àû(Logical) ÀÔ·ÂÀåÄ¡ÀÇ ºÐ·ù
6.2.2 ¹°¸®Àû(Physical) ÀÔ·ÂÀåÄ¡
6.3 ´ëÈ½Ä ÀԷ±â¹ý
6.3.1 À§Ä¡ÁöÁ¤ ±â¹ý(Positioning Technique)
6.3.2 ÁöÀû/¼±Åà ±â¹ý(Picking/Selection Technique)
6.4 3Â÷¿ø »ç¿ëÀÚ ÀÎÅÍÆäÀ̽º
6.4.1 Ž»öÇ×ÇØ(Navigation)¸¦ À§ÇÑ ±â¹ý
6.4.2 ¼±Åà ¹× Á¶ÀÛÀ» À§ÇÑ ±â¹ý
¡á ¿¬½À¹®Á¦
PART 03 3Â÷¿ø ÄÄÇ»ÅÍ ±×·¡ÇȽº
CHAPTER 07 3Â÷¿ø ±×·¡ÇȽºÀÇ ±âÇϺ¯È¯°ú ºäÀ×
7.1 3Â÷¿ø ±×·¡ÇȽºÀÇ Ã³¸®°úÁ¤
7.2 ±âº»ÀûÀÎ 3Â÷¿ø ±âÇϺ¯È¯
7.2.1 À̵¿(Translation)
7.2.2 ½ÅÃà(È®´ë/Ãà¼Ò : Scale)
7.2.3 ȸÀü(Rotation)
7.3 ±âŸ 3Â÷¿ø ±âÇϺ¯È¯
7.3.1 ¹Ý»ç(Reflection)
7.3.2 ¹Ð¸²(Shearing)
7.3.3 ÁÂÇ¥°èÀÇ º¯È¯
7.4 Åõ¿µ(Projection)ÀÇ °³³ä°ú Á¾·ù
7.4.1 3D ÁÂÇ¥°è
7.4.2 Åõ¿µÀÇ Á¾·ù
7.5 ºäÀ׺¯È¯(Viewing Transformation)
7.5.1 ºäÀ×°úÁ¤
7.5.2 ºäÀ×ÁÂÇ¥°è(Viewing Coordinate System)ÀÇ ¼³Á¤
7.5.3 ¿ùµåÁÂÇ¥°è¿¡¼ ºäÀ×ÁÂÇ¥°è·Î º¯È¯
7.6 Åõ¿µÀ» À§ÇÑ º¯È¯
7.6.1 ºäº¼·ý(View Volume)
7.6.2 ÆòÇàÅõ¿µ(Parallel Projection)ÀÇ º¯È¯Çà·Ä
7.6.3 ¿ø±ÙÅõ¿µ(Perspective Projection)ÀÇ º¯È¯Çà·Ä
¡á ¿¬½À¹®Á¦
CHAPTER 08 3Â÷¿ø °´Ã¼ÀÇ ¸ðµ¨¸µ
8.1 °´Ã¼ ¸ðµ¨¸µÀÇ °³¿ä
8.2 ´Ù°¢Çü¸é(Polygon Surface) ¸ðµ¨¸µ
8.2.1 ´Ù°¢Çü ¸Þ½¬(Polygon Mesh) Ç¥Çö
8.2.2 ±âÇÏÀû µ¥ÀÌÅÍ Ç¥(Geometric Data Table)
8.2.3 Æò¸é ¹æÁ¤½Ä(Plane Equation)
8.3 2Â÷°î¼±°ú °î¸é ¸ðµ¨¸µ
8.3.1 2Â÷°î¼±°ú °î¸é(Quadrics and Quadric Surface)
8.3.2 ¼öÆÛ2Â÷ °î¼±°ú °î¸é(Superquadrics)
8.4 ½ºÇöóÀÎ(Spline) °î¼±
8.4.1 ½ºÇöóÀÎ °î¼±ÀÇ Á¾·ù¿Í ¼ºÁú
8.4.2. ½ºÇöóÀÎ °î¼±°ú ¿¬¼Ó¼º
8.4.3 3Â÷ ½ºÇöóÀÎ(Cubic Spline)°î¼±
8.5 º£Áö¾î °î¼±°ú °î¸é ¸ðµ¨¸µ
8.5.1 º£Áö¾î °î¼±(Bezier Curve)
8.5.2 º£Áö¾î °î¸é(Bezier Surface)
8.6 B-½ºÇöóÀÎ ¸ðµ¨¸µ
8.6.1 B-½ºÇöóÀÎ(Bell-Shaped Spline) °î¼± ¹× °î¸é
8.6.2 NURBS(Non-Uniform Rational B-Spline) °î¼± ¹× °î¸é
8.7 ¸ðµ¨¸µ °î¼±/°î¸éÀÇ ºñ±³
8.8 ±âŸ ¸ðµ¨¸µ ±â¹ý
8.8.1 ½ºÀ§ÇÎ(Sweeping)
8.8.2 ¼Ö¸®µå ¸ðµ¨¸µ(Solid Modeling)
¡á ¿¬½À¹®Á¦
CHAPTER 09 Àº¸éÀÇ Á¦°Å
9.1 Àº¸éÁ¦°Å(Hidden Surface Removal)ÀÇ °³³ä
9.1.1 Àº¸éÁ¦°Å ¾Ë°í¸®ÁòÀÇ Á¾·ù
9.1.2 Àº¸éÁ¦°ÅÀÇ Ã³¸® °³³ä
9.2 ´Ù¸éü µÞ¸éÀÇ Á¦°Å(Back-Face Removal)
9.3 z-¹öÆÛ(z-Buffer) ±â¹ý
9.3.1 z-¹öÆÛ ¾Ë°í¸®ÁòÀÇ °³³ä
9.3.2 ¼öÇà °úÁ¤
9.4 ±íÀÌÁ¤·Ä(Depth Sorting) ±â¹ý
9.4.1 ±íÀÌÁ¤·Ä¹ýÀÇ °³³ä
9.4.2 ¼öÇà °úÁ¤
9.5 ·¹ÀÌij½ºÆÃ(Ray-Casting) ±â¹ý
9.5.1 ·¹ÀÌij½ºÆà ±â¹ýÀÇ °³¿ä
9.5.2 ¼öÇà °úÁ¤
¡á ¿¬½À¹®Á¦
CHAPTER 10 Á¶¸í¸ðµ¨°ú °î¸éÀÇ ·»´õ¸µ
10.1 °î¸é ·»´õ¸µ(Surface Rendering)ÀÇ °úÁ¤
10.2 Á¶¸í ¸ðµ¨(Illumination Model)
10.2.1 Á¶¸íÀÇ Á¾·ù
10.2.2 Ç¥¸éÀÇ ¼ºÁú
10.2.3 »ê¶õ¹Ý»ç(Diffuse Reflection)
10.2.4 °Å¿ï¹Ý»ç(Specular Reflection ¶Ç´Â Highlighting)
10.2.5 ºûÀÇ ±¼Àý(Refraction) ¹× Åõ°ú
10.3 ´Ù°¢Çü ¼ÎÀ̵ù(Polygon Shading) ±â¹ý
10.3.1 ±ÕÀÏ ¼ÎÀ̵ù(Constant Shading ¶Ç´Â Flat Shading)
10.3.2 Gouraud ¼ÎÀ̵ù
10.3.3 Phong ¼ÎÀ̵ù
10.4 ±¤¼±ÃßÀû¹ý(Ray Tracing)
10.4.1 ±¤¼±ÃßÀû¹ýÀÇ ¿ø¸®
10.4.2 ±¤¼±°ú ¹°Ã¼ÀÇ ±³Â÷Á¡ ±¸Çϱâ
10.5 ÅؽºÃ³ ¸ÅÇÎ(Texture Mapping)
10.5.1 ÅؽºÃ³ ¸ÅÇÎÀÇ ¿ø¸®
10.5.2 ÅؽºÃ³ ¸ÅÇÎ ±â¹ý
10.6 Ä÷¯ ¸ðµ¨
10.6.1 ºûÀÇ ¼ºÁú
10.6.2 CIE »öäµµ(CIE Chromaticity Diagram)
10.6.3 RGB, CMY, HSV Ä÷¯¸ðµ¨
¡á ¿¬½À¹®Á¦
PART 04 ±×·¡ÇȽº Ư¼ö±â¹ý°ú ¾Ö´Ï¸ÞÀ̼Ç
CHAPTER 11 ÀýÂ÷Àû ±×·¡ÇȽº ±â¹ý
11.1 ÇÁ·¢Å» ±âÇÏ(Fractal Geometry) ¸ðµ¨
11.1.1 ÇÁ·¢Å» ±âÇÏÇÐÀÇ Æ¯¼º
11.1.2 ÇÁ·¢Å»ÀÇ »ý¼º ¿ø¸®
11.1.3 ÇÁ·¢Å» ±âÇÏÇÐÀÇ ¿¹
11.1.4 ÇÁ·¢Å» ±âÇÏÇÐÀÇ Â÷¿ø
11.2 ÀÔÀڽýºÅÛ(Particle System)
11.2.1 ÀÔÀڽýºÅÛÀÇ Æ¯¼º
11.2.2 ÀÔÀڽýºÅÛÀÇ ¿¹
11.3 ¹°¸®±â¹Ý ¸ðµ¨¸µ(Physically Based Modeling)
11.3.1 ¹°¸®±â¹Ý ¸ðµ¨¸µÀÇ Æ¯¼º
11.3.2 ¹°¸®±â¹Ý ¸ðµ¨¸µÀÇ ¿¹
¡á ¿¬½À¹®Á¦
CHAPTER 12 ÄÄÇ»ÅÍ ¾Ö´Ï¸ÞÀ̼Ç
12.1 ¾Ö´Ï¸ÞÀ̼ÇÀÇ ¿ø¸®
12.1.1 ¾Ö´Ï¸ÞÀ̼ÇÀÇ °³³ä
12.1.2 ¾Ö´Ï¸ÞÀ̼ÇÀÇ Á¾·ù
12.1.3 ¸ðÇÎ(Morphing)
12.2 ¾Ö´Ï¸ÞÀ̼ÇÀÇ Á¦ÀÛ ±â¹ý
12.2.1 ¾Ö´Ï¸ÞÀ̼ÇÀÇ ¼³°è °úÁ¤
12.2.2 È¿°úÀûÀÎ ¾Ö´Ï¸ÞÀ̼ÇÀ» À§ÇÑ ±â¹ý
12.3 3Â÷¿ø ¾Ö´Ï¸ÞÀ̼ǰú ¸ð¼Çĸó
12.3.1 3Â÷¿ø ¾Ö´Ï¸ÞÀ̼Ç
12.3.2 ij¸¯ÅÍ ¾Ö´Ï¸ÞÀ̼Ç(Character Animation)
12.3.3 ¸ð¼Çĸó(Motion Capture)
¡á ¿¬½À¹®Á¦
ºÎ·Ï Three.js¸¦ ÀÌ¿ëÇÑ WebGL ÇÁ·Î±×·¡¹Ö
A.1 °³¿ä
A.2 ±âº»ÀûÀÎ Çü»óÀÇ ¸ðµ¨¸µ
A.3 ±âÇϺ¯È¯
A.4 Ä«¸Þ¶ó º¯È¯
A.5 °î¼±°ú °î¸é
A.6 Àº¸é Á¦°Å
A.7 ¼ÎÀ̵ù ¸ðµ¨
A.8 ±¤¿ø
A.9 ÅؽºÃ³ ¸ÅÇÎ (Texture Mapping)
A.10 ºí·»µù°ú ¾ØƼ¾Ù¸®¾î½Ì
A.11 ´õ ¸¹Àº ±â´ÉµéÀ» ¹è¿ì°í ½Í´Ù¸é
¡á ã¾Æº¸±â
ÀúÀÚ¼Ò°³
»ý³â¿ùÀÏ | - |
---|
ÀúÀÚ ÃÖÀ±Ã¶Àº ¼¿ï´ëÇб³ ÀüÀÚ°øÇаú Á¹¾÷, University of California, Berkeley(°øÇйڻç)
ÇöÀç ¿¬¼¼´ëÇб³ ÄÄÇ»ÅÍ°úÇаú ±³¼öÀÌ´Ù.
°ü½ÉºÐ¾ß´Â ÄÄÇ»Åͱ׷¡ÇȽº, HCI, »çÀ̹ö ij¸¯ÅÍ, ¸ð¹ÙÀÏ ¸ÖƼ¹Ìµð¾î, ºñ»ç½ÇÀû ·»´õ¸µ(NPR)ÀÌ´Ù.
ÀúÀÚÀÇ ´Ù¸¥Ã¥
Àüüº¸±âITÀ¶ÇÕ ½Ã´ëÀÇ ¸ÖƼ¹Ìµð¾î ¹è¿òÅÍ 2.0
¼Ò¼È ¹Ìµð¾î ½Ã´ëÀÇ ÀÎÅÍ³Ý ÀÌÇØ
»ý³â¿ùÀÏ | - |
---|
¼¿ï´ëÇб³ °è»êÅë°èÇаú Á¹¾÷ÇÏ°í, Çѱ¹°úÇбâ¼ú¿ø(KAIST) Àü»êÇаú ¹Ú»ç ÇÐÀ§¸¦ ¹Þ¾Ò´Ù. ¼÷¸í¿©ÀÚ´ëÇб³ IT°øÇаú ±³¼ö, ¼÷¸í¿©ÀÚ´ëÇб³ ICTÀ¶ÇÕ¿¬±¸¼Ò ¼ÒÀåÀÌ´Ù. ±×¿Ü ÁÖ¿ä °æ·ÂÀ¸·Î´Â ÈÞ¸ÕÄÄÇ»ÅÍ Ã¢¾÷/¿¬±¸¼ÒÀå, »ïº¸ÄÄÇ»ÅÍ ÇÁ¸°ÅÍ°³¹ßºÎ ºÎÀå, °Ç±¹´ëÇб³ ÄÄÇ»ÅÍ°úÇаú ±³¼ö, University of Colorado ±³È¯±³¼ö, Çѱ¹¸ÖƼ¹Ìµð¾îÇÐȸ ȸÀå ¸í¿¹È¸Àå, Çѱ¹ÀüÀÚÃâÆÇÇÐȸ ȸÀå ¸í¿¹È¸Àå, Çѱ¹Á¤º¸°úÇÐȸ ºÎȸÀå, Çѱ¹ÄÄÇ»Åͱ׷¡ÇȽºÇÐȸ ºÎȸÀå, ISO/IEC ±¹Á¦Ç¥ÁØÁ¦Á¤À§¿øȸ SC34 WG2 ºÐ°úÀ§¿øÀå µîÀ» ¿ªÀÓÇß´Ù. 2021³â Á¤º¸¹®ÈÀ¯°ø ³ìÁ¶±ÙÁ¤ÈÆÀå ¼ö»óÇß´Ù. ÄÄÇ»Åͱ׷¡ ÇȽº, ÀüÀÚÃâÆÇ, ¸ð¹ÙÀÏ ¸ÖƼ¹Ìµð¾î, À¥3D, HCI¿¡ °ü½ÉÀ» °®°í ÀÖ´Ù.
ÆîÃ帱âÀúÀÚÀÇ ´Ù¸¥Ã¥
Àüüº¸±â½±°Ô ¹è¿ì´Â HTML5 À¥ ÇÁ·Î±×·¡¹Ö ÀÔ¹®
»ý³â¿ùÀÏ | - |
---|
KAIST Àü»êÇаú Á¹¾÷
POSTECH Àü»êÇаú ¼®»ç, ¹Ú»ç¼ö·á
°æºÏ´ëÇб³ ¹Ú»ç
¾ÆÁÖ´ëÇб³ ¼ÒÇÁÆ®¿þ¾îÇаú »êÇÐÇù·Â±³¼ö
¤ýÁÖ¿ä °æ·Â
- ¢ßÈÞ¿ø ±â¼úÀÌ»ç/¿¬±¸¼ÒÀå
- Çѱ¹ÄÄÇ»Åͱ׷¡ÇȽºÇÐȸ ºÎȸÀå
- Çѱ¹ HCI ÇÐȸ ºÎȸÀå
- ISO/IEC JTC 1/SC 24, ISO/IEC JTC 1/WG 12, ISO TC 261 Çѱ¹Àü¹®À§¿ø
- Khronos Group OpenVG Ç¥ÁØ ÆíÁýÀÚ
¤ý°ü½ÉºÐ¾ß : ÄÄÇ»Åͱ׷¡ÇȽº, ¸ÖƼ¹Ìµð¾î, Ç×°øÀüÀÚ
ÁÖ°£·©Å·
´õº¸±â»óÇ°Á¤º¸Á¦°ø°í½Ã
À̺¥Æ® ±âȹÀü
Àü°øµµ¼/´ëÇб³Àç ºÐ¾ß¿¡¼ ¸¹Àº ȸ¿øÀÌ ±¸¸ÅÇÑ Ã¥
ÆǸÅÀÚÁ¤º¸
»óÈ£ |
(ÁÖ)±³º¸¹®°í |
---|---|
´ëÇ¥ÀÚ¸í |
¾Èº´Çö |
»ç¾÷ÀÚµî·Ï¹øÈ£ |
102-81-11670 |
¿¬¶ôó |
1544-1900 |
ÀüÀÚ¿ìÆíÁÖ¼Ò |
callcenter@kyobobook.co.kr |
Åë½ÅÆǸž÷½Å°í¹øÈ£ |
01-0653 |
¿µ¾÷¼ÒÀçÁö |
¼¿ïƯº°½Ã Á¾·Î±¸ Á¾·Î 1(Á¾·Î1°¡,±³º¸ºôµù) |
±³È¯/ȯºÒ
¹ÝÇ°/±³È¯ ¹æ¹ý |
¡®¸¶ÀÌÆäÀÌÁö > Ãë¼Ò/¹ÝÇ°/±³È¯/ȯºÒ¡¯ ¿¡¼ ½Åû ¶Ç´Â 1:1 ¹®ÀÇ °Ô½ÃÆÇ ¹× °í°´¼¾ÅÍ(1577-2555)¿¡¼ ½Åû °¡´É |
---|---|
¹ÝÇ°/±³È¯°¡´É ±â°£ |
º¯½É ¹ÝÇ°ÀÇ °æ¿ì Ãâ°í¿Ï·á ÈÄ 6ÀÏ(¿µ¾÷ÀÏ ±âÁØ) À̳»±îÁö¸¸ °¡´É |
¹ÝÇ°/±³È¯ ºñ¿ë |
º¯½É ȤÀº ±¸¸ÅÂø¿À·Î ÀÎÇÑ ¹ÝÇ°/±³È¯Àº ¹Ý¼Û·á °í°´ ºÎ´ã |
¹ÝÇ°/±³È¯ ºÒ°¡ »çÀ¯ |
·¼ÒºñÀÚÀÇ Ã¥ÀÓ ÀÖ´Â »çÀ¯·Î »óÇ° µîÀÌ ¼Õ½Ç ¶Ç´Â ÈÑ¼ÕµÈ °æ¿ì ·¼ÒºñÀÚÀÇ »ç¿ë, Æ÷Àå °³ºÀ¿¡ ÀÇÇØ »óÇ° µîÀÇ °¡Ä¡°¡ ÇöÀúÈ÷ °¨¼ÒÇÑ °æ¿ì ·º¹Á¦°¡ °¡´ÉÇÑ »óÇ° µîÀÇ Æ÷ÀåÀ» ÈѼÕÇÑ °æ¿ì ·½Ã°£ÀÇ °æ°ú¿¡ ÀÇÇØ ÀçÆǸŰ¡ °ï¶õÇÑ Á¤µµ·Î °¡Ä¡°¡ ÇöÀúÈ÷ °¨¼ÒÇÑ °æ¿ì ·ÀüÀÚ»ó°Å·¡ µî¿¡¼ÀÇ ¼ÒºñÀÚº¸È£¿¡ °üÇÑ ¹ý·üÀÌ Á¤ÇÏ´Â ¼ÒºñÀÚ Ã»¾àöȸ Á¦ÇÑ ³»¿ë¿¡ ÇØ´çµÇ´Â °æ¿ì |
»óÇ° Ç°Àý |
°ø±Þ»ç(ÃâÆÇ»ç) Àç°í »çÁ¤¿¡ ÀÇÇØ Ç°Àý/Áö¿¬µÉ ¼ö ÀÖÀ½ |
¼ÒºñÀÚ ÇÇÇغ¸»ó |
·»óÇ°ÀÇ ºÒ·®¿¡ ÀÇÇÑ ±³È¯, A/S, ȯºÒ, Ç°Áúº¸Áõ ¹× ÇÇÇغ¸»ó µî¿¡ °üÇÑ »çÇ×Àº¼ÒºñÀÚºÐÀïÇØ°á ±âÁØ (°øÁ¤°Å·¡À§¿øȸ °í½Ã)¿¡ ÁØÇÏ¿© ó¸®µÊ ·´ë±Ý ȯºÒ ¹× ȯºÒÁö¿¬¿¡ µû¸¥ ¹è»ó±Ý Áö±Þ Á¶°Ç, ÀýÂ÷ µîÀº ÀüÀÚ»ó°Å·¡ µî¿¡¼ÀǼҺñÀÚ º¸È£¿¡ °üÇÑ ¹ý·ü¿¡ µû¶ó ó¸®ÇÔ |
(ÁÖ)ÀÎÅÍÆÄÅ©Ä¿¸Ó½º´Â ȸ¿ø´ÔµéÀÇ ¾ÈÀü°Å·¡¸¦ À§ÇØ ±¸¸Å±Ý¾×, °áÁ¦¼ö´Ü¿¡ »ó°ü¾øÀÌ (ÁÖ)ÀÎÅÍÆÄÅ©Ä¿¸Ó½º¸¦ ÅëÇÑ ¸ðµç °Å·¡¿¡ ´ëÇÏ¿©
(ÁÖ)KGÀ̴Ͻýº°¡ Á¦°øÇÏ´Â ±¸¸Å¾ÈÀü¼ºñ½º¸¦ Àû¿ëÇÏ°í ÀÖ½À´Ï´Ù.
¹è¼Û¾È³»
±³º¸¹®°í »óÇ°Àº Åùè·Î ¹è¼ÛµÇ¸ç, Ãâ°í¿Ï·á 1~2Àϳ» »óÇ°À» ¹Þ¾Æ º¸½Ç ¼ö ÀÖ½À´Ï´Ù.
Ãâ°í°¡´É ½Ã°£ÀÌ ¼·Î ´Ù¸¥ »óÇ°À» ÇÔ²² ÁÖ¹®ÇÒ °æ¿ì Ãâ°í°¡´É ½Ã°£ÀÌ °¡Àå ±ä »óÇ°À» ±âÁØÀ¸·Î ¹è¼ÛµË´Ï´Ù.
±ººÎ´ë, ±³µµ¼Ò µî ƯÁ¤±â°üÀº ¿ìü±¹ Åù踸 ¹è¼Û°¡´ÉÇÕ´Ï´Ù.
¹è¼Ûºñ´Â ¾÷ü ¹è¼Ûºñ Á¤Ã¥¿¡ µû¸¨´Ï´Ù.