1. Coordinate Systems & Spaces
Object Space
World Space
View Space (Camera Space)
Clip Space
Screen Space
Transformations: Model, View, Projection Matrices
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2. Vectors & Matrices
Vector operations: addition, dot product, cross product
Matrix operations: multiplication, inverse, transpose
4x4 Transformation Matrix
Homogeneous Coordinates
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3. Rendering Pipeline
Vertex Shader
Primitive Assembly
Rasterization
Fragment Shader (Pixel Shader)
Output Merger
Depth Buffer (Z-buffer)
Blending
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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
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5. Texturing
Texture Mapping
UV Coordinates
Mipmap
Texture Filtering:
- Nearest Neighbor
- Bilinear
- Trilinear
- Anisotropic Filtering
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6. Mesh & Geometry
Triangle Mesh
Vertices, Edges, Faces
Normals
Tangent Space
Index Buffer / Vertex Buffer
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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
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