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[1023 박민수] 깊이_버퍼_그림자

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depthbuffer shadow

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  • 1. 2010/10/23 Devrookie ( )

2. ? 3D Q & A 3. : . . 4. : . : . 5. 3D 2 . 6. Lighting . . . 7. Circle Shadow Projected Shadow Mapping Stencil Shadow Volume Depth Buffer Shadow Perspective Shadow Map( PSM ) Light Space Perspective Shadow Map( LSPSM ) Cascaded LSPSM Soft Shadow Variance Shadow Map( VSM ) 3D ! 8. Circle Shadow . . 9. . Circle Shadow 10. . . ? y ! 11. . 12. . ? 13. . 14. Projected Shadow Mapping . . . 15. Projected Shadow Mapping ! 16. Projected Shadow Mapping . . . 17. Projected Shadow Mapping 1 : . 18. Projected Shadow Mapping 1 : . . . 19. Projected Shadow Mapping 2 : . 20. Projected Shadow Mapping 2 : . . 21. Stencil Shadow Volume . 22. Stencil Shadow Volume 23. Stencil Shadow Volume . . . . 24. Stencil Shadow Volume 1 . * 0 ! 25. Stencil Shadow Volume -1 . 26. Stencil Shadow Volume 1 . 27. Stencil Shadow Volume 1 . 0 ! 28. Stencil Shadow Volume . ! 29. Stencil Shadow Volume . ! 30. Stencil Shadow Volume 31. Stencil Shadow Volume . 32. Stencil Shadow Volume . . 33. Stencil Shadow Volume . . 34. Stencil Shadow Volume 35. Stencil Shadow Volume Direct10 . 36. Depth Buffer Shadow Stencil Shadow Volume . GPU Depth Buffer Shadow . 37. Depth Buffer Shadow ( ) .( ) . 38. Depth Buffer Shadow . . 39. Depth Buffer Shadow . . D > S : D == S : 40. Depth Buffer Shadow . . 41. Depth Buffer Shadow . . 42. Depth Buffer Shadow .. 43. Depth Buffer Shadow ?? . -> . . ! 44. Perspective Shadow Map( PSM ) . . 45. Perspective Shadow Map( PSM ) 100m x 100m . 256 x 256 40cm x 40cm . 46. Perspective Shadow Map( PSM ) . ? PSM . 47. Perspective Shadow Map( PSM ) . ( View ) . ( Projection ) View x Projection ! 48. Perspective Shadow Map( PSM ) . 49. Perspective Shadow Map( PSM ) 50. Perspective Shadow Map( PSM ) 51. Perspective Shadow Map( PSM ) . !! 52. Perspective Shadow Map( PSM ) PSM . . . 53. Perspective Shadow Map( PSM ) PSM . . . 54. Light Space Perspective Shadow Map( LSPSM ) PSM . LSPSM. . 55. Light Space Perspective Shadow Map( LSPSM ) . ! ! 56. Light Space Perspective Shadow Map( LSPSM ) . . . 57. Light Space Perspective Shadow Map( LSPSM ) Y Y X X Y Z 58. Light Space Perspective Shadow Map( LSPSM ) PSM . 59. Light Space Perspective Shadow Map( LSPSM ) LSPSM . 60. Cascaded LSPSM LSPSM . LSPSM . 61. Cascaded LSPSM ? . . 62. Cascaded LSPSM ( ) ( ) ( ) ! . 63. Cascaded LSPSM 64. Cascaded LSPSM 65. Soft Shadow . . Post Processing ? 66. Soft Shadow ! ! 67. Soft Shadow . 68. Soft Shadow 69. Soft Shadow Post Processing 3D . Soft Shadow . ( .. ) 70. Variance Shadow Map( VSM ) 3.0 . . . 71. Variance Shadow Map( VSM ) VSM . . 72. Variance Shadow Map( VSM ) . 0 1 . VSM . . ! 73. Variance Shadow Map( VSM ) 74. . . 75. 2 . . . . . 76. . . . . . , , . 77. . . 78. . . x x FOV 79. . . . : z / w ( 0 ~ 1 ) 80. 81. z / w . . . 82. . p0 = ( z0 , w0 ) , p1 = ( z1 , w1 ) . z = ( ( z0 + z1 ) / 2 ) ( ( w0 + w1 ) / 2 ) ? . z = ( ( z0 ) + ( z1 ) ) * 1 ( ( w0 ) ( w1 ) ) 2 83. . . 84. . z = ( z - zn ) * ( zf ) ( zf - zn ) ( z ) 85. ( x , y , z , 1 ) ? ( w * x , h * y , Q * z Q * Zn , z ) Z W ! ( Q * z Q * Zn ) / W -> ( Zf * z ) ( Zf * Zn ) * ( 1 ) ( Zf Zn ) ( Zf Zn ) ( z ) -> ( Zf * ( z Zn ) ) z * ( Zf Zn ) 86. . . : X : ( -1 , 1 ) , Y : ( -1 , 1 ) , Z : ( 0 , 1 ) UV : X : ( 0 , 1 ) , Y : ( 0 , 1 ) UV . U = +0.5X + 0.5 V = - 0.5Y + 0.5 87. ?( -1 , 1 ) -> ( 0 , 1 ) ( 0.5 0 0 0.5 ) ( 0 -0.5 0 0.5 ) ( 0 0 1 0 ) ( 0 0 0 1 ) 88. ( 0 , 1 ) w = 1, W . W . ( 0.5 0 0 0.5 + ( x / w ) ) ( 0 -0.5 0 0.5 + ( y / w ) ) ( 0 0 1 0 ) ( 0 0 0 1 ) 89. X = 1 , Y = 1 , W = SHADOW_MAP_SIZE 90. 91. Out.ShadowMapUV = mul(Pos, mWLPB); . Out.Depth = mul(Pos, mWLP); . 92. 93. . w . z . Bias 0.03 . ! . . 94. http://ko.wikipedia.org/wiki/%EA%B7%B8%EB%A6%BC%EC%9E%90 - http://allosha.tistory.com/ - http://en.wikipedia.org/wiki/Shadow_volume - Stencil Shadow Volume Wiki http://x66vx.egloos.com/3808794 - PSM ~ PPSM . http://www-sop.inria.fr/reves/Marc.Stamminger/psm/ PSM 95. The End