shinernd-blog
shinernd-blog
Let Me CG
25 posts
create greatness.
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shinernd-blog · 6 years ago
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Visit my blog!
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shinernd-blog · 6 years ago
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PURICRAFT at the Global Game Challenge
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shinernd-blog · 6 years ago
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I got it!
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shinernd-blog · 6 years ago
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C++ Classes Check Up List
0.1. Overloading Members On Constness - member function “return x;”
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shinernd-blog · 7 years ago
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C++ Tutorial Check Up List
1. Inline functions
2. Library arrays
3. Pointers to functions
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shinernd-blog · 7 years ago
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breathing tree!
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shinernd-blog · 7 years ago
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3d pipeline
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shinernd-blog · 7 years ago
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3d pipeline
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shinernd-blog · 7 years ago
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C++ Basic Check Up List
1.2.2  리터럴
1.2.3  축소하지 않는 초기화
1.3.3  비트 연산자
1.3.12  사이드 이펙트 피하기!​
1.4.4.3  범위 기반 for 문
1.5.2.1  큰 데이터 반환하기
1.5.3  인라인
1.6  오류 처리
1.7.6  I/O 오류 처리
1.8.3  스마트 포인터
1.8.4  레퍼런스
1.8.5  포인터와 레퍼런스의 비교
1.8.7  배열용 컨테이너
1.9.2.3  조건부 컴파일
1.9.2.4  중첩 가능한 주석문
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shinernd-blog · 7 years ago
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Physical Incarnations
Data flows “downstream” from stage to stage.
Most operations in the application/scene stage and the early geometry stage of the pipeline are done per vertex​.
Culling and clipping is done per triangle​.
Rendering operations are done per pixel​ .
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shinernd-blog · 7 years ago
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Space
Model Space where each model is in its own coordinate system, whose origin is some point on the mode
World Space where models are placed in the actual 3D world, in a unified world coordinate system​ (OpenGL API doesn’t have)
View Space (Camera Space) in this space, the view camera is positioned by the application (through the graphics API) at some point in the 3D world coordinate system, if it is being used
*View Frustum & View Volume​ 
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Clip Space similar to View Space, but the frustum is now “squished” into a unit cube, with the x and y coordinates normalized to a range between –1 and 1,
and z is between 0 and 1, which simplifies clipping calculations (x, y and z coordinates by a special w value)
*w value: a scaling factor
Screen Space where the 3D image is converted into x and y 2D screen coordinates for 2D displa​y (z and w coordinates are still retained by the graphics systems for depth/Z-buffering and back-face culling before the final render​)
Example Several pieces of Lego. Snap them together and make some object. Individual pieces of Lego as the object’s edges. (Vertices exist where the Legos interconnect.) The origin of the model space coordinates could be the lower left near corner of the object, and all other model coordinates would be measured from there. Move this object around a room. The Lego pieces’ positions relative to one another remain constant (model space), although their coordinates change in relation to the room (world or view spaces).
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shinernd-blog · 7 years ago
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3D Pipeline - High Level Overview Application (CAD, game, etc.)  → API (Direct3D, OpenGL)  → Hardware Device Driver  → 3D Accelerator Hardware
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shinernd-blog · 7 years ago
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3d pipeline
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shinernd-blog · 7 years ago
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tiny leaves, a big star after i finally got how to mirror
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shinernd-blog · 7 years ago
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quarter of a Christmas tree
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shinernd-blog · 7 years ago
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copy and change
+) it’s better to write “for n in range(1000):” in line 3-5 cause it’s just keep putting new cubes to the array
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shinernd-blog · 7 years ago
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bubbles ..oooO
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