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연구/일반40

Stefan Roettger - Real-Time Generation of Continuous Levels of Detail for Height Fields http://www.vis.uni-stuttgart.de/~roettger/ http://www.vis.uni-stuttgart.de/~roettger/html/Main/papers.html 출처 : Focus on 3D Terrain Prog. 108p Chap. 6 Quadtree Terrain Rendering (1998): Stefan Roettger, Wolfgang Heidrich, Philipp Slusallek, and Hans-Peter Seidel. Real-Time Generation of Continuous Levels of Detail for Height Fields. In V. Skala, editor, Proc. WSCG '98, pages 315-322, 1998. (PDF .. 2003. 8. 27.
Frustum Culling in OpenGL Frustum Culling in OpenGL By Mark Morley December 2000 출처 : Focus on 3D Terrain Prog. 원글 : http://www.markmorley.com/opengl/frustumculling.html 사본 : http://archive.myhyun.com/zeroboard/data/phd/frustum_culling_in_opengl.mht 2003. 8. 26.
GDC (Game Developers Conference) Proceeding Game Developers Conference Proceedings Real-Time Photorealistic Terrain Lighting : http://www.gdconf.com/archives/2001/hoffman.doc 출처: Focus on 3D Terrain Programming ch.4. p72. 2001 Proceedings Programming Proceedings : http://www.gdconf.com/archives/2001/index.htm 2003. 8. 23.
Delphi3D - Rapid OpenGL Development Terrain texturing : http://www.delphi3d.net/articles/viewarticle.php?article=terraintex.htm http://www.delphi3d.net/ About Delphi3D Delphi3D aims to be the definitive resource for OpenGL developers who use Delphi. I think it's safe to say that this site has one of the largest, if not the largest, collection of Delphi-specific OpenGL example programs around. However, even people who don't use Del.. 2003. 8. 22.