연구218 Geometrical MipMapping - by Willem H. de Boer Fast Terrain Rendering Using Geometrical MipMapping - by Willem H. de Boer : http://www.flipcode.com/tutorials/tut_geomipmaps.shtml 출처 : Focus on 3D Terrain Prog. Chapter 5 2003. 8. 27. 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. 이전 1 ··· 49 50 51 52 53 54 55 다음