CS/게임 프로그래밍
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Mesh RenderingCS/게임 프로그래밍 2024. 3. 31. 20:34
Mesh Transformations Theory World coordinate - scale matrix Uniform scale matrix : change the size only maintaining the shape of object. Non-uniform scale matrix : change the size and the shape of object. $$S \ = \ \begin{bmatrix} sx & 0 & 0 & 0 \\ 0 & sy & 0 & 0 \\ 0 & 0 & sz & 0 \\ 0 & 0 & 0 & 1 \end{bmatrix}$$ World coordinate - rotation matrix No commutative property : need attention to the ..
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Multithreaded RenderingCS/게임 프로그래밍 2024. 3. 29. 15:11
Motivations for Multithreaded Rendering Resource Generation in Serial Execution Applications must generate all resources before entering the operations. Some resources are available only after additional processing of the original data. More complex applications may require more than enough resources to store in memory, so they are delayed due to having to read data from the hard disk during pro..
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The Computation PipelineCS/게임 프로그래밍 2024. 3. 19. 21:46
Introduction DirectCompute A new processing paradigm that attempts to make the massively parallel computational power of the GPU. Available for tasks outside of the normal raster-based rendering domain. Can easily be used directly to supply input to rendering operations. Use the exact same resources that are used in rendering, so that it make interoperation between the rendering pipeline and Dir..
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The Tessellation PipelineCS/게임 프로그래밍 2024. 2. 12. 02:30
Introduction Tessellation Connect small pieces without gaps and overlapping to form a single surface. Means of representing a non-linear mathematical surface. NURBS (non-uniform rational basis splines) : generalized mathematical from for smooth curved surfaces. Subdivision surface; SubD Recursively divided the triangle until the ideal surface is no longer well expressed. Possible to approximate ..
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The Rendering Pipeline - After TessellationCS/게임 프로그래밍 2024. 2. 5. 01:01
Geometry Shader Geometry Shader Unique abilities that are different from other stages Dynamically add or remove geometry to the pipeline. Provide geometry information to the vertex buffer through the stream output stage. Output a different type of primitive from the input primitive. Input of Geometry Shader A completed primitive consisting of the vertices When the tessellation stages are disable..
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The Rendering Pipeline - Before TessellationCS/게임 프로그래밍 2024. 2. 4. 22:25
Input Assembler Input of Input Assembler Vertex buffer : there are a total of 16 input slots that the application can set. void ID3D11DeviceContext::IASetVertexBuffers( // A index of the first slot to connect resources among vertex buffer slots UINT StartSlot, // The total number of buffers to be connected to slots UINT NumBuffers, // A continuous array of pointers indicating buffer resources to..
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The Rendering Pipeline - BackgroundCS/게임 프로그래밍 2024. 2. 4. 22:24
Pipeline State Fixed-Function Pipeline Stage Perform a set of fixed operations on the given data. Use the status object to control the fixed-function pipeline stages. The burden of validation of status setting API calls disappears. The validation of the state occurs in the process of creating a state, not in the API call process at the time of execution. Programmable Pipeline Stage Programmable ..
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Direct3D 11 ResourcesCS/게임 프로그래밍 2024. 2. 2. 22:50
Resources Overview Resource Creation ID3D11Device interface generates all the memory resources. Parameters of the resource generation method Resource description A structure that specifies all options for resource generation. Used to define the desired characteristics of the generated resource. A pointer for D3D11_SUBRESOURCE_DATA structure Provide initial data to be loaded on resources. A doubl..