Programming/Graphics

컴퓨터 그래픽스 정리

BluePixel 2016. 1. 12. 03:07

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Rendering

 

Forward Rendering

Deferred Rendering

Light Pre Pass Rendering

 

 

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Shadow

 

SS (Simple Shadow)

SVS (Stencil Volume Shadow)

PS (Projective Shadow)

 

Splitting

-PSSM (Parallel Split Shadow Maps)

-CSM (Cascaded Shadow Maps)

 

Warping

-LiSPSM (Light Space Perspective Shadow Mapping)

 

Filter

- PCF (Percentage Closer Filtering)

- VSM (Variance Shadow Map)

 

Soft Shadows

- PCSS (Percentage Closer Soft Shadow)

 

 

 

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Water

 

Water Fog

Water Subsurface Scattering

Underwater Caustics

Fast Fourier transform (고속 푸리에 변환)

 

 

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Sky

 

Sky Box

Sky Sphere

Sky Hemi-Sphere

 

 

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Terrain / Interior

 

공간 분할

Binary Tree, Quad Tree, Octree, BSP, Portal ..

 

 

ROAM, Frustum Culling, Occlusion Culling, Level of Detail, ...

 

맵핑

Detail Mapping

Triplanar Mappping

Texture Splatting

 

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라이팅

 

Flat shading

Gouraud shading

 

-Specular

Phong Reflection model

Blinn-Phong model

Cook-Torrance model

 

-Diffuse

Lambert model

Half Lambert model

Oren-Layer model

 

 

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재질

 

Environment Mapped Bump Mapping

Normal Map Bump Mapping

Parallax Bump Mapping

Parallax Occlusion Bump Mapping

Displacement Mapping

 

 

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Anti Aliasing

 

MSAA (Multi Sample Antialiasing)

SSAA (Supersampling Antialiasing)

FXAA (Fast Approximate Antialiasing)

SMAA (Enhanced Subpixel Morphological Antialiasing)

MLAA (Morphological Antialiasing)

 

 

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Global Illumination

 

- Radiosity

- RayTracing 

- Photon

 

- PRT (Precomputed Radiance Transfer)

-> Spherical Harmonics

- Light Propagation Volumes

- Voxel Cone Tracing

 

- Ambient Occlusion

-> SSAO (Screen Space Ambient Occlusion)

-> HBAO (Horizon Based Ambient Occlusion)

-> HDAO (High Definition Ambient Occlusion)

 

 

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Advanced Rendering

 

Gamma Correction

 

HDR (high dynamic range)

Tone Mapping(Reinhard, Fimlic, LogLuv, RGBM)

 

Subsurface Scattering

Atmosphere Scattering

 

Fresnel Effect

 

Motion Blur

- Stretch

- Reconstruct Filter

 

Light Shaft(Godray)

- Occlusion Buffer, Light Map

 

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Post-Process

 

Radial Blur

Bloom(Glow, HDR Bloom)

Depth of Field (with Bokeh)

 

Chromatic Aberration

 

BleachBypass

 

Color Control

Color Correction 

Color Grading

 

Film Grain(Image Grain)

Dirty Lens

Lens Flares

Anamorpic Flares

Halo Effect

Vignetting

 

Sharpen

TechniColor

Monochrome

Scanline

Iterlace Effect

Distortion

 

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Particles

 

Soft Particles

Lit Particles

Fluid Particles (Smoke, Liquid)

 

 

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Billboarding

 

Spherical Billboarding

Cylindrical Billboarding

 

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Decal

 

Screen Space Decal

 

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Animation

 

Bone Animation

Key Frame Animation

Joint animation

Facial Animation

 

 

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Physics

 

RigidBody (Box, Sphere, Capsule, ...)

RagDoll

Particle

 

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Shader Management

 

UberShader

MicroShader