Sub:
{
보통 맨 위에 title_bar 가 있고 , 거기에 control 버튼이 있다 - Windows는 9x부터
wimp_interface
창,window or 윈도우,windowWIMP : Windows, Icons, Menu, Pointer
{
보통 맨 위에 title_bar 가 있고 , 거기에 control 버튼이 있다 - Windows는 9x부터
_ □ ×
Sub:
창관리자,window_manager =,window_manager =,window_manager . window_manager window_manager
아이콘,icon =아이콘,icon =,icon 아이콘 icon
{
icon
아이콘
}
메뉴,menu =메뉴,menu =,menu 메뉴 menu
{
menu
메뉴
}
포인터,pointer - 저거 (메모리 주소 포인터) 말고 mouse_pointer of 마우스,mouse
창관리자,window_manager =,window_manager =,window_manager . window_manager window_manager
compositing_window_manager
}=,compositing_window_manager =,compositing_manager =,compositor .
compositing_window_manager = compositing_manager = compositor
compositing window manager = compositing manager = compositor (we)
compositing window manager compositing window manager
Compositing_window_manager
compositing_window_manager = compositing_manager = compositor
compositing window manager = compositing manager = compositor (we)
compositing window manager compositing window manager
Compositing_window_manager
아이콘,icon =아이콘,icon =,icon 아이콘 icon
{
icon
아이콘
}
메뉴,menu =메뉴,menu =,menu 메뉴 menu
{
menu
메뉴
}
포인터,pointer - 저거 (메모리 주소 포인터) 말고 mouse_pointer of 마우스,mouse
책
Computer Graphics: Principles and Practice
https://everything2.com/title/Computer Graphics%3A Principles and Practice
Computer Graphics: Principles and Practice
https://everything2.com/title/Computer Graphics%3A Principles and Practice
템플OS,TempleOS
Coding Graphics in TempleOS is Too Easy - YouTube
https://www.youtube.com/watch?v=d3eFHyryopQ&ab_channel=TsodingDaily
Coding Graphics in TempleOS is Too Easy - YouTube
https://www.youtube.com/watch?v=d3eFHyryopQ&ab_channel=TsodingDaily
셰이더,shader =,shader .
{
vertex_shader =,vertex_shader . vertex_shader
volume_shader
displacement_shader =,displacement_shader . displacement_shader
light_shader =,light_shader . light_shader
geometry_shader =,geometry_shader . geometry_shader
compute_shader =,compute_shader . compute_shader
{
vertex_shader =,vertex_shader . vertex_shader
vertex shader
정점 셰이더, 버텍스 셰이더 [1]
vertex_shader x 2023-10
Vertex_shader ?
Vertex_shader ? gggggggggg
surface_shader =,surface_shader . surface_shader정점 셰이더, 버텍스 셰이더 [1]
vertex_shader x 2023-10
Vertex_shader ?
Vertex_shader ? gggggggggg
surface_shader ?
Surface_shader ? mmmmmmmm
Surface_shader ? kkkkkkkkkkkkk
"vertex shader"
vertex shader
pixel_shaderSurface_shader ? mmmmmmmm
Surface_shader ? kkkkkkkkkkkkk
"vertex shader"
vertex shader
volume_shader
displacement_shader =,displacement_shader . displacement_shader
light_shader =,light_shader . light_shader
geometry_shader =,geometry_shader . geometry_shader
compute_shader =,compute_shader . compute_shader
compute shader
compute_shader ?
aka compute_kernel
https://www.khronos.org/opengl/wiki/Compute_Shader
shader_pipeline - rel. rendering_pipelinecompute_shader ?
aka compute_kernel
https://www.khronos.org/opengl/wiki/Compute_Shader
}
셰이딩,shading =,shading .
{
Gouraud_shading
지형 공간정보체계 용어사전: Gouraud Shading 고러드 셰이딩
Phong_shading
지형 공간정보체계 용어사전: Phong Shading 퐁 셰이딩
{
Gouraud_shading
지형 공간정보체계 용어사전: Gouraud Shading 고러드 셰이딩
Phong_shading
지형 공간정보체계 용어사전: Phong Shading 퐁 셰이딩
rendering =,rendering .
{
렌더링
{
렌더링
Sub:
rendering_pipeline =,rendering_pipeline =,rendering_pipeline . rendering_pipeline
{
rendering pipeline
rendering_pipeline ?
rendering_pipeline =,rendering_pipeline =,rendering_pipeline . rendering_pipeline
{
rendering pipeline
rendering_pipeline ?
rasterization =,rasterization .
{
rasterisation, rasterization
{
rasterisation, rasterization
vector_graphics to raster_graphics(비트맵,bitmap)?
Sub:
font_rasterization
글꼴_래스터화
Font_rasterization
Rasterisation
https://en.wikipedia.org/wiki/Rasterisation
}
font_rasterization
글꼴_래스터화
Font_rasterization
Rasterisation
https://en.wikipedia.org/wiki/Rasterisation
}
raytracing =,raytracing .
ray_tracing =,ray_tracing . ray_tracing
{
ray tracing
ray_tracing
ray_tracing =,ray_tracing . ray_tracing
{
ray tracing
ray_tracing
}
texture =,texture .
{
텍스처
텍스쳐
표면?
{
텍스처
텍스쳐
표면?
texture_map =,texture_map .
texture_mapping =,texture_mapping .
{
Sub:
bump_mapping 범프_매핑 = https://ko.wikipedia.org/wiki/범프_매핑
normal_mapping 법선 매핑, 노멀 매핑 법선_매핑 = https://ko.wikipedia.org/wiki/법선_매핑
texture_mapping =,texture_mapping .
{
Sub:
bump_mapping 범프_매핑 = https://ko.wikipedia.org/wiki/범프_매핑
normal_mapping 법선 매핑, 노멀 매핑 법선_매핑 = https://ko.wikipedia.org/wiki/법선_매핑
}
다각형,polygon =,polygon =,polygon . 다각형 polygon
{
다각형
폴리곤
polygon : 다각형
폴리곤,polygon =폴리곤,polygon =,polygon . 폴리곤 polygon { 다각형,polygon에는 기하학내용을 여기에는 cg 내용을 적으면 어떨까? tbd }
{
다각형
폴리곤
polygon : 다각형
폴리곤,polygon =폴리곤,polygon =,polygon . 폴리곤 polygon { 다각형,polygon에는 기하학내용을 여기에는 cg 내용을 적으면 어떨까? tbd }
단순다각형 ??
https://en.wikipedia.org/wiki/Simple_polygon
"simple polygon"
}
"a polygon that does not intersect itself and has no holes"
rel. Jordan_curve
https://mathworld.wolfram.com/SimplePolygon.htmlrel. Jordan_curve
- = Jordan polygon
- has a well-defined interior and exterior.
- topologically equivalent to a 원판,disk.
see also regular_polygon simple_polyhedron
"simple polygon"
}
regular_polygon =,regular_polygon =,regular_polygon . regular_polygon
{
정다각형 ? - yes
https://en.wiktionary.org/wiki/regular_polygon
}
{
정다각형 ? - yes
https://en.wiktionary.org/wiki/regular_polygon
}
}
DirectX
다이렉트엑스 다이렉트X ... pagename?
{
Unity
유니티
다이렉트엑스 다이렉트X ... pagename?
Direct3D
OpenGLMKLINK WebGL { WebGL = https://en.wikipedia.org/wiki/WebGL }
OpenGL = https://ko.wikipedia.org/wiki/OpenGL
OpenGL = https://en.wikipedia.org/wiki/OpenGL
game_engineOpenGL = https://ko.wikipedia.org/wiki/OpenGL
OpenGL = https://en.wikipedia.org/wiki/OpenGL
{
Unity
유니티
Unreal
언리얼
}
언리얼
}
rel. computer_graphics pipeline { pipeline = https://en.wiktionary.org/wiki/pipeline } pipelining { pipelining = https://en.wiktionary.org/wiki/pipelining ("present participle and gerund of pipeline") }
https://en.wiktionary.org/wiki/graphics_pipeline x 2023-08-24
그래픽스_파이프라인
= https://ko.wikipedia.org/wiki/그래픽스_파이프라인
"그래픽스 파이프라인(graphics pipeline) 또는 렌더링 파이프라인(rendering pipeline)" // rendering_pipeline
= https://ko.wikipedia.org/wiki/그래픽스_파이프라인
"그래픽스 파이프라인(graphics pipeline) 또는 렌더링 파이프라인(rendering pipeline)" // rendering_pipeline
Up: 파이프라인,pipeline { Sub: graphics_pipeline instruction_pipeline .... Pipeline_(computing) = https://en.wikipedia.org/wiki/Pipeline_(computing) }
}
}
rel.
이미지,image
game_development 게임개발
game_engine 게임엔진
physics_simulation 물리시뮬레이션
physics_engine 물리엔진
이미지,image
still_image
moving_image - rel. animation
animation 애니메이션 동화상 { Computer_animation = https://en.wikipedia.org/wiki/Computer_animation }moving_image - rel. animation
game_development 게임개발
game_engine 게임엔진
physics_simulation 물리시뮬레이션
physics_engine 물리엔진
}
https://foldoc.org/Graphical User Interface
http://www.linfo.org/gui.html
https://wiki.osdev.org/GUI
http://www.linfo.org/gui.html
https://wiki.osdev.org/GUI
Up:
인터페이스,interface > user_interface(UI)
{
튠스,TUNES의 아이디어:
Tunes Interfaces Subproject -- Interface Generation
Automatic Interface Generation
http://tunes.org/Interfaces/ingen.html
인터페이스,interface > user_interface(UI)
{
튠스,TUNES의 아이디어:
Tunes Interfaces Subproject -- Interface Generation
Automatic Interface Generation
http://tunes.org/Interfaces/ingen.html