본문 바로가기

카테고리 없음

컴그상식



1. Coordinate Systems & Spaces

Object Space

World Space

View Space (Camera Space)

Clip Space

Screen Space

Transformations: Model, View, Projection Matrices



---

2. Vectors & Matrices

Vector operations: addition, dot product, cross product

Matrix operations: multiplication, inverse, transpose

4x4 Transformation Matrix

Homogeneous Coordinates



---

3. Rendering Pipeline

Vertex Shader

Primitive Assembly

Rasterization

Fragment Shader (Pixel Shader)

Output Merger

Depth Buffer (Z-buffer)

Blending



---

4. Lighting & Shading

Shading Models:
 - Flat Shading
 - Gouraud Shading
 - Phong Shading

Phong Reflection Model:
 - Ambient
 - Diffuse
 - Specular

Types of Light:
 - Ambient Light
 - Directional Light
 - Point Light
 - Spot Light



---

5. Texturing

Texture Mapping

UV Coordinates

Mipmap

Texture Filtering:
 - Nearest Neighbor
 - Bilinear
 - Trilinear
 - Anisotropic Filtering



---

6. Mesh & Geometry

Triangle Mesh

Vertices, Edges, Faces

Normals

Tangent Space

Index Buffer / Vertex Buffer



---

7. Shaders & GPU Programming

GLSL (OpenGL Shading Language)

HLSL (High-Level Shading Language for DirectX)

Shader Stages: Vertex, Fragment, Geometry, Tessellation, Compute

Uniforms / Attributes / Varyings



---

**