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DirectX 12를 이용한 3D 게임 프로그래밍 입문 참고자료

류광 (토론 | 기여)님의 2017년 6월 27일 (화) 11:53 판 (본문 내 링크)
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본문 내 링크[편집]

SharpDX http://sharpdx.org/

DirectX의 최신 문서화 https://msdn.microsoft.com/en-us/library/windows/desktop/dn899121%28v=vs.85%29.aspx

Direct3D 12 예제 프로그램 https://github.com/Microsoft/DirectX-Graphics-Samples

DirectX Math https://github.com/Microsoft/DirectXMath

x64 CPU SSE2 http://en.wikipedia.org/wiki/SSE2.

DXGI Overview http://msdn.microsoft.com/en-us/library/windows/desktop/bb205075%28v=vs.85%29.aspx

DirectX Graphics Infrastructure: Best Practices: http://msdn.microsoft.com/en-us/library/windows/desktop/ee417025%28v=vs.85%29.aspx

DXGI 1.4 Improvements: https://msdn.microsoft.com/en-us/library/windows/desktop/mt427784%28v=vs.85%29.aspx

MSDN의 “Residency” 항목 https://msdn.microsoft.com/en-us/library/windows/desktop/mt186622%28v=vs.85%29.aspx

유명 3D 모형 제작기: 3D Studio Max(http://usa.autodesk.com/3dsmax/), LightWave 3D(https://www.lightwave3d.com/ ), Maya(http://usa.autodesk.com/maya/), Softimage|XSI(http://www.softimage.com), Blender(http://www.blender.org/)

복셀 전역 조명 http://on-demand.gputechconf.com/gtc/2014/presentations/S4552-rt-voxel-basedglobal-illumination-gpus.pdf

DDS Adobe Photoshop 플러그인 https://developer.nvidia.com/nvidia-texture-toolsadobe-photoshop

texconv 프로그램 https://github.com/Microsoft/DirectXTex/wiki/Texconv

texassemble https://github.com/Microsoft/DirectXTex/wiki/Texassemble

가벼운 DDS 파일 적재 라이브러리 https://github.com/Microsoft/DirectXTK/wiki/DDSTextureLoader

척 월번 계산 셰이더 관련 발표 자료 http://blogs.msdn.com/b/chuckw/archive/2010/07/14/directcompute.aspx

Microsoft Channel 9 계산 셰이더 프로그래밍 강의 동영상 http://channel9.msdn.com/tags/DirectCompute-Lecture-Series/

NVIDIA CUDA 교육 자료 http://developer.nvidia.com/cuda-training

베지에 https://www.jasondavies.com/animated-bezier/

Terragen http://www.planetside.co.uk/

현재 카메라 위치에서 시야각 90°로 주변 환경의 여섯 이미지를 렌더링해 주는 유용한 Terragen 스크립트 https://developer.valvesoftware.com/wiki/Skybox_(2D)_with_Terragen

ATI Radeon HD 2000 Programming Guide http://developer.amd.com/media/gpu_assets/ATI_Radeon_HD_2000_programming_guide.pdf (깨진 링크)

입방체 맵 주변 환경 분산광 계산 https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter10.html

기하 셰이더 기하구조 복제 성능 관련: http://docs.nvidia.com/gameworks/content/gameworkslibrary/graphicssamples/opengl_samples/cascadedshadowmapping.htm

Photoshop 법선 맵 필터 http://developer.nvidia.com/nvidia-texture-toolsadobe-photoshop

법선 맵 생성 도구 http://www.crazybump.com/ , http://shadermap.com/home/

고해상도 메시로부터 법선 맵을 만들어 주는 도구 http://www.nvidia.com/object/melody_home.html

주변광 차폐 맵 생성 도구 http://www.xnormal.net

유니코드 http://unicode.org/

HLSL의 모든 개별 벡터 및 행렬 형식은 자동으로 정의된 vector<>와 matrix<>의 별칭 https://msdn.microsoft.com/ko-kr/library/windows/desktop/bb509702%28v=vs.85%29.aspx

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