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On this page
  • Anti-aliasing
  • Tessellation
  • Shade
  • Keyshot
  • Gizmo
  • Ray
  • Raycasting
  • Raytracing
  • Line segment
  • UV μ’Œν‘œ
  • Normal (법선 벑터)
  • Tangent (μ ‘μ„  벑터)
  • Transform
  • Scalar
  1. DEV_NOTE
  2. 3D Graphic

3D keyword

Previous3D GraphicNextThree.js

Last updated 15 days ago

Anti-aliasing

λΆ€λ“œλŸ¬μš΄ κ³‘μ„ μ΄λ‚˜ 경계가 ν”½μ…€ κ²©μžμ— 따라 κ°‘μž‘μŠ€λŸ½κ²Œ 각진 계단 ν˜•νƒœλ‘œ λ‚˜νƒ€λ‚˜λŠ” ν˜„μƒμ„ ν•΄κ²°ν•˜κΈ° μœ„ν•œ 기술

Tessellation

κ³ ν•΄μƒλ„μ˜ 3D λͺ¨λΈμ„ λ Œλ”λ§ν•  λ•Œ λͺ¨λΈμ˜ ν‘œλ©΄μ„ μž‘μ€ μ‘°κ°λ“€λ‘œ λΆ„ν• ν•˜λŠ” 과정을 μ˜λ―Έν•œλ‹€.

Shade

물체의 ν‘œλ©΄μ„ λ‹€μ–‘ν•œ μƒ‰μƒμ΄λ‚˜ 밝기둜 ν‘œν˜„ν•˜μ—¬ μž…μ²΄μ μœΌλ‘œ 보이게 ν•˜λŠ” 기술

Keyshot

3D λ Œλ”λ§ μ‹œκ°ν™” μ• ν”Œλ¦¬μΌ€μ΄μ…˜μœΌλ‘œ Drag&Drop κΈ°λŠ₯을 ν™œμš©ν•˜μ—¬ 보닀 쉽고 κ°„λ‹¨ν•˜κ²Œ μ‹€μ‹œκ°„ λ Œλ”λ§μ„ μˆ˜ν–‰

Gizmo

μ‚¬μš©μžκ°€ 3D 객체λ₯Ό μ§κ΄€μ μœΌλ‘œ μ‘°μž‘ν•˜κΈ° μœ„ν•œ λ„κ΅¬λ‘œ, 기즈λͺ¨λ₯Ό 클릭 λ˜λŠ” λ“œλž˜κ·Έν•˜μ—¬ 객체의 크기, μœ„μΉ˜, νšŒμ „ 등을 κ°„νŽΈν•˜κ²Œ λ³€ν™˜ν•œλ‹€.

Ray

λ°˜μ§μ„ 

Raycasting

μ‹œμ„  λ°©ν–₯에 μž₯μ• λ¬Όμ΄λ‚˜ λͺ©ν‘œλ¬Όμ΄ μžˆλŠ”μ§€ κ°μ§€ν•˜λŠ” κΈ°λŠ₯

Raytracing

λͺ¨λ‹ˆν„° ν™”λ©΄μ—μ„œ 거꾸둜 λΉ›μ˜ λ°©ν–₯을 좔적해 λ Œλ”λ§ ν•˜λŠ” 기법

μ΅œμ’… λͺ©μ μ§€κ°€ μ •ν•΄μ Έ 있기 λ•Œλ¬Έμ— λ°˜μ§μ„  κ°œλ…μ΄ λ“€μ–΄κ°€ Raytracing이라 λΆ€λ₯Έλ‹€.

Line segment

μ‹œμž‘μ κ³Ό 끝점이 λͺ…ν™•ν•œ 선을 선뢄이라 ν•œλ‹€.

UV μ’Œν‘œ

3D λͺ¨λΈμ˜ 각 정점(vertex)에 λŒ€ν•΄ ν•΄λ‹Ή 정점이 μ–΄λ–€ λΆ€λΆ„μ˜ ν…μŠ€μ²˜λ₯Ό κ°€λ¦¬ν‚€λŠ”μ§€λ₯Ό μ •μ˜ ν…μŠ€μ²˜λ₯Ό 3D λͺ¨λΈμ˜ ν‘œλ©΄μ— μ˜¬λ°”λ₯΄κ²Œ λ§€ν•‘ν•˜κΈ° μœ„ν•΄ μ‚¬μš©λœλ‹€.

  • Uμ’Œν‘œ β†’ ν…μŠ€μ²˜μ˜ κ°€λ‘œ λ°©ν–₯을 λ‚˜νƒ€λƒ„ (0~1)

  • Vμ’Œν‘œ β†’ ν…μŠ€μ²˜μ˜ μ„Έλ‘œ λ°©ν–₯을 λ‚˜νƒ€λƒ„ (0~1)

Normal (법선 벑터)

정점이 μ†ν•œ μ‚Όκ°ν˜•μ˜ ν‘œλ©΄μ΄ μ–΄λ–€ λ°©ν–₯을 ν–₯ν•˜λŠ”μ§€λ₯Ό λ‚˜νƒ€λ‚Έλ‹€.

μ‘°λͺ… 계산, 그림자 계산, λ°˜μ‚¬ 및 ꡴절 νš¨κ³Όμ™€ 같은 λ Œλ”λ§ 효과λ₯Ό κ³„μ‚°ν•˜λŠ” 데 μ‚¬μš©λœλ‹€.

Tangent (μ ‘μ„  벑터)

μ ‘μ„  λ²‘ν„°λŠ” ν‘œλ©΄ μƒμ—μ„œ ν…μŠ€μ²˜κ°€ μ–΄λ–»κ²Œ νšŒμ „ν•˜λŠ”μ§€λ₯Ό λ‚˜νƒ€λ‚Έλ‹€.

ν‘œλ©΄μ˜ λ””ν…ŒμΌμ„ 더 잘 ν‘œν˜„ν•˜κ³  λΉ›κ³Ό κ·Έλ¦Όμžμ— λ”°λ₯Έ μ‹œκ°μ  효과λ₯Ό μΆ”κ°€ν•˜λŠ” 데 μ‚¬μš©λœλ‹€.

Transform

크기(Scale), νšŒμ „(Rotation), μœ„μΉ˜(Position)λ₯Ό μˆœμ„œλŒ€λ‘œ μ‘°ν•©ν•œ λ³€ν™˜

  • 트랜슀폼의 μ΅œμ’… μ •λ³΄λŠ” λ‚΄λΆ€μ μœΌλ‘œλŠ” ν–‰λ ¬λ‘œ κ΅¬μ„±λ˜μ–΄ μžˆμ§€λ§Œ ν–‰λ ¬ λ°μ΄ν„°λ‘œ μ‚¬μš©ν•˜μ§€ μ•Šκ³  크기, νšŒμ „, μœ„μΉ˜ 값을 μͺΌκ°œμ„œ μ‚¬μš©ν•˜κ²Œ λœλ‹€.

  • λ‚΄λΆ€μ μœΌλ‘œλŠ” κ²°κ΅­ ν–‰λ ¬ λ°μ΄ν„°λ‘œ κ΄€λ¦¬λœλ‹€λŠ” 의미

Scalar

사칙연산이 κ°€λŠ₯ν•œ 수 μ§‘ν•©μ˜ μ›μ†Œ, 일상 μƒν™œμ—μ„œ μ‚¬μš©ν•˜λŠ” μ‹€μˆ˜