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renderfromscratch's Introduction

  • ๐ŸŒฑ : game development, real-time rendering methodology & programming
  • ๐Ÿƒ : running in ๋‹ฌ๋น›์กฐ๊ฐ์‚ฌ Team of XLGames (unity, csharp, elixir)
    • ๐ŸŒด : directx11/12 pratice, Crash
  • ๐ŸŽฏ : visible structural things, philosophy for human, chase own archetypes

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crowd skinning

  • ๋Ÿฐํƒ€์ž„์— ์ธ์Šคํ„ด์Šค ๋ณ„๋กœ ์ถ”๊ฐ€/์ œ๊ฑฐ/๋ณ€๊ฒฝ
  • ํ”„๋กœํŒŒ์ผ

์Šค์ฝ”ํ”„ ํŒจํ„ด ์ ์šฉ

  • ์ฝ˜์†” ๋ฆฌ๋‹ค์ด๋ ‰ํŠธ ์Šค์ฝ”ํ”„
  • ์œˆ๋„์šฐ ์ดˆ๊ธฐํ™” ์Šค์ฝ”ํ”„ : ์‹คํŒจ ๋ถ„๊ธฐ๊ฐ€ ์žˆ์œผ๋ฏ€๋กœ ๋”ฐ๋กœ ๋บŒ. ๋‚˜์ค‘์— ๋‹ค์‹œ ์ƒ๊ฐ
  • ๋””๋ฒ„๊ทธ ์ถœ๋ ฅ ์Šค์ฝ”ํ”„
  • directx ๋ถ€๋ถ„์€ ์–ธ์ œ๋‚˜ ์‹คํŒจ ํ•ธ๋“ค๋ง์„ ํ•ด์•ผํ•˜๊ธฐ ๋•Œ๋ฌธ์— ์•ˆํ•  ๋“ฏ.

dx12 residency ์ •๋ฆฌ

  • ๊ฐ€์ƒ GPU ๋ฉ”๋ชจ๋ฆฌ ๊ณต๊ฐ„ -> placed resource, ๋ฌผ๋ฆฌ GPU ๋ฉ”๋ชจ๋ฆฌ ๊ณต๊ฐ„ -> heap,
  • MakeResident -> ๋ฌผ๋ฆฌ ๋ฉ”๋ชจ๋ฆฌ์— ์˜ฌ๋ฆผ, Evict -> ๋ฌผ๋ฆฌ ๋ฉ”๋ชจ๋ฆฌ์—์„œ ์ œ๊ฑฐ

committed resource ๋ฅผ ์‚ฌ์šฉํ•˜์ง€ ์•Š๊ณ , ์ด๋ ‡๊ฒŒ ์ง์ ‘ ์ œ์–ดํ•˜๋ฉด ์•„๋ž˜์™€ ๊ฐ™์€ ํ˜„์ƒ์„ ๋‹ค๋ฃจ์–ด์•ผํ•จ.

  1. MakeResident ๋Š” ํ•„์ˆ˜ : ํŽ˜์ด์ง€ ํดํŠธ ๋‚˜๋ฉด ๊ธฐ๋‹ค๋ฆฌ๊ฒŒ ๋˜๊ณ , ํฌ๋ž˜์‹œ ๋‚  ๊ฐ€๋Šฅ์„ฑ ๋†’์•„์ง.
  2. MakeResident ์˜ ์‹คํŒจ ๊ฒฝ๋กœ ๋‹ค๋ฃจ๊ธฐ : ๊ฒฐ๊ตญ ๋ฌผ๋ฆฌ์  ๊ณต๊ฐ„์ด ๋ชจ์ž๋ž€๊ฑด๋ฐ, ๋ญ”๊ฐ€๋ฅผ Evict ํ•ด์ค˜์•ผ ๊ณต๊ฐ„์ด ๋‚จ๊ฒŒ ๋จ. ๋ณดํ†ต์€ ๋ ˆ๋ฒจ์„ ๋‚˜๋ˆ„์–ด์„œ ์“ธ๋ชจ์—†๋Š”๊ฑด ๋‹ค ๋‚ ๋ ค๋ฒ„๋ฆผ.

https://docs.microsoft.com/en-us/windows/win32/direct3d12/residency
https://developer.nvidia.com/sites/default/files/akamai/gameworks/blog/GDC16/GDC16_gthomas_adunn_Practical_DX12.pdf
https://developer.nvidia.com/dx12-dos-and-donts

์ฝ”๋”ฉ ์Šคํƒ€์ผ ํ†ต์ผ

  • editorconfig ์ถ”๊ฐ€
  • ์žˆ๋Š” ์†Œ์Šค ๋ณ€๊ฒฝ
    • ์ผ๋ถ€ ์ฝ”๋“œ ํŽ˜์ด์ง€ ๋ณ€๊ฒฝ
    • tab to space
    • DX ์ฒ˜๋ฆฌ ์‹คํŒจ ์‹œ, FAILED_* ์‚ฌ์šฉ
  • ๊ทœ์น™ ์ •์˜

๊ธฐ๋ณธ ํ”„๋ ˆ์ž„์›Œํฌ ์ฝ”๋“œ ์œ ๋‹› ํ…Œ์ŠคํŠธ ์ถ”๊ฐ€

https://github.com/catchorg/Catch2 ์‚ฌ์šฉ, ํ…Œ์ŠคํŠธ ์ถ”๊ฐ€ ๊ธฐ์ค€ : 2๊ตฐ๋ฐ ์ด์ƒ ์˜์กด์„ฑ ์žˆ์„ ์‹œ

์ง€๊ธˆ ๊ธฐ์ค€ : ๋งŽ์ด ์‚ฌ์šฉํ•  ๊ธฐ๋Šฅ

  • Common
    • Allocator ์ปจํ…Œ์ด๋„ˆ
    • ArrayList ์ปจํ…Œ์ด๋„ˆ
  • Geometry
    • math_util
      • vector2f ์‚ฐ์ˆ˜
      • vector3f ์‚ฐ์ˆ˜
      • vector4f ์‚ฐ์ˆ˜
      • quternion ์‚ฐ์ˆ˜
      • matrix ์‚ฐ์ˆ˜
      • ray & bounds ์‚ฐ์ˆ˜

math_util ๋ถ„๋ฆฌ

  • units : ์ˆ˜์น˜ ๊ณต๋ฆฌ๊ณ„ ์ •์˜
  • transforms : dq, quternion rotate, affine
  • primitives : ray, boujnds

c++20 ๋ชจ๋“ˆ ์ ์šฉ

SSS ์—ฐ๊ตฌ

  • efficient rendering of human skin, eugene d'eon : light-space depth/uv mapping, texture-space irradiance covolution
  • pre-integrated skin rendering
  • separable subsurface scattering

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