[Graphics] 3D ๋ชจ๋ธ๋ง์„ ์œ„ํ•œ OBJ & MTL ํŒŒ์ผ ๊ตฌ์กฐ์™€ PBR ์žฌ์งˆ ์ •๋ฆฌ

2022. 4. 4. 01:15ยท๐Ÿ“– Fundamentals/3D vision & Graphics
๋ฐ˜์‘ํ˜•

๐Ÿ“Œ PBR(Texture)์™€ 3D ๋ชจ๋ธ์˜ Material ์†์„ฑ

 

PBR(Physically Based Rendering)์€ ๋น›์˜ ๋ฐ˜์‚ฌ, ๊ตด์ ˆ, ํˆฌ๊ณผ ๋“ฑ์˜ ๋ฌผ๋ฆฌ์  ์›๋ฆฌ๋ฅผ ๊ธฐ๋ฐ˜์œผ๋กœ 3D ๋ชจ๋ธ์˜ ํ‘œ๋ฉด์„ ์‚ฌ์‹ค์ ์œผ๋กœ ํ‘œํ˜„ํ•˜๋Š” ๋ Œ๋”๋ง ๊ธฐ๋ฒ•์ด๋‹ค. ์ด ๋ฐฉ์‹์€ ํ˜„์‹ค ์„ธ๊ณ„์˜ ์žฌ์งˆ๊ณผ ๋น›์˜ ์ƒํ˜ธ์ž‘์šฉ์„ ๋ชจ์‚ฌํ•˜์—ฌ ์‹œ๊ฐ์ ์œผ๋กœ ๋” ์ž์—ฐ์Šค๋Ÿฌ์šด ๊ฒฐ๊ณผ๋ฅผ ๋งŒ๋“ ๋‹ค. PBR ํ‘œํ˜„์—์„œ ๊ฐ ์žฌ์งˆ์˜ ์†์„ฑ์€ ๋‹ค์–‘ํ•œ ํ…์Šค์ฒ˜ ๋งต(Texture Map)์œผ๋กœ ๊ตฌ์„ฑ๋˜๋ฉฐ, ์ด๋ฅผ ํ†ตํ‹€์–ด PBR ํ…์Šค์ฒ˜(PBR Texture)๋ผ๊ณ  ๋ถ€๋ฅธ๋‹ค. ์•„๋ž˜๋Š” ์ผ๋ฐ˜์ ์œผ๋กœ ์‚ฌ์šฉ๋˜๋Š” ์ฃผ์š” ๋งต๋“ค๊ณผ ๊ทธ ์˜๋ฏธ์ด๋‹ค.

 

1. Albedo (Base Color, Diffuse)

  • ๊ฐ์ฒด์˜ ํ‘œ๋ฉด ์ƒ‰์ƒ์„ ๋‚˜ํƒ€๋‚ด๋Š” ๊ธฐ๋ณธ ์ปฌ๋Ÿฌ ํ…์Šค์ฒ˜์ด๋‹ค.
  • ์กฐ๋ช…, ๊ทธ๋ฆผ์ž, ๋ฐ˜์‚ฌ ๋“ฑ์˜ ์ •๋ณด ์—†์ด ‘์ˆœ์ˆ˜ํ•œ ์ƒ‰์ƒ’๋งŒ ๋‹ด๊ณ  ์žˆ๋‹ค.
  • Diffuse๋Š” ์ด์ „ ๋ฐฉ์‹์œผ๋กœ, ๊ด‘ ๋ฐ˜์‚ฌ ์ •๋ณด๋ฅผ ์ผ๋ถ€ ํฌํ•จํ•œ ๊ฒฝ์šฐ๊ฐ€ ๋งŽ๋‹ค. PBR์—์„œ๋Š” Albedo๋ฅผ ๋” ๋งŽ์ด ์‚ฌ์šฉํ•œ๋‹ค.

2. Normal / Bump / Displacement / Height Map

  • ํ‘œ๋ฉด์˜ ๋””ํ…Œ์ผ(ํ™ˆ, ๋Œ์ถœ, ์งˆ๊ฐ)์„ ์‹ค์ œ ์ง€์˜ค๋ฉ”ํŠธ๋ฆฌ ์—†์ด ์‹œ๋ฎฌ๋ ˆ์ด์…˜ํ•˜๋Š” ๋ฐ ์‚ฌ์šฉ๋œ๋‹ค.
  • Normal Map: RGB ์ฑ„๋„์„ ํ†ตํ•ด ๊ฐ ํ”ฝ์…€์˜ ๋ฒ•์„  ๋ฒกํ„ฐ๋ฅผ ๋ฐ”๊พธ์–ด ๋น› ๋ฐ˜์‚ฌ๋ฅผ ์กฐ์ž‘ํ•จ.
  • Bump Map: ๋ฐ๊ธฐ ๊ฐ’(Grayscale)์œผ๋กœ ๋†’๋‚ฎ์ด๋ฅผ ํ‘œํ˜„. ์‹œ๊ฐ์  ๋ณ€ํ™”๋งŒ ์žˆ๊ณ  ์‹ค์ œ ์ง€์˜ค๋ฉ”ํŠธ๋ฆฌ ๋ณ€ํ™”๋Š” ์—†์Œ.
  • Height / Displacement Map: ์‹ค์ œ ํ‘œ๋ฉด์„ ๋ณ€ํ˜•์‹œ์ผœ ๋ฉ”์‹œ๋ฅผ ๋ฌผ๋ฆฌ์ ์œผ๋กœ ๋ฐ”๊ฟ€ ์ˆ˜ ์žˆ์Œ. ์ฃผ๋กœ ๊ณ ๊ธ‰ ๋ Œ๋”๋ง์—์„œ ์‚ฌ์šฉ๋จ.

3. Roughness (๋˜๋Š” Glossiness)

  • ํ‘œ๋ฉด์˜ ๊ฑฐ์น ๊ธฐ๋ฅผ ๋‚˜ํƒ€๋‚ด๋Š” ๊ทธ๋ ˆ์ด์Šค์ผ€์ผ ๋งต์ด๋‹ค.
  • ๋ฐ์„์ˆ˜๋ก ๊ฑฐ์น ๊ณ (diffuse), ์–ด๋‘์šธ์ˆ˜๋ก ๋งค๋„๋Ÿฝ๊ณ (glossy) ๋ฐ˜์‚ฌ๋„๊ฐ€ ๋†’๋‹ค.
  • ์ผ๋ถ€ ์—”์ง„์€ Glossiness(=1 - Roughness)๋ฅผ ์‚ฌ์šฉํ•˜๋ฏ€๋กœ ํ‘œํ˜„ ๋ฐฉ์‹์— ์ฃผ์˜ํ•ด์•ผ ํ•œ๋‹ค.

4. Metalness

  • ํ•ด๋‹น ํ”ฝ์…€์ด ๊ธˆ์†์ธ์ง€ ์•„๋‹Œ์ง€๋ฅผ ๋‚˜ํƒ€๋‚ธ๋‹ค.
  • ๊ธˆ์†์€ ๋ณดํ†ต ํฐ์ƒ‰(1), ๋น„๊ธˆ์†์€ ๊ฒ€์ •(0)์œผ๋กœ ํ‘œ์‹œ๋œ๋‹ค.
  • ๊ธˆ์†์€ ๋ฐ˜์‚ฌ์™€ ๋น›์˜ ํก์ˆ˜๊ฐ€ ๊ฐ•ํ•˜๊ณ , ๋น„๊ธˆ์†์€ ์ฃผ๋กœ ํ™•์‚ฐ ๋ฐ˜์‚ฌ๋ฅผ ์ผ์œผํ‚จ๋‹ค.

5. Specular (Reflection)

  • ๊ด‘์›์˜ ๋ฐ˜์‚ฌ๊ฐ€ ๊ฐ•ํ•˜๊ฒŒ ์ผ์–ด๋‚˜๋Š” ๋ถ€๋ถ„์„ ์ œ์–ดํ•œ๋‹ค.
  • ๊ธˆ์†์ด ์•„๋‹Œ ์žฌ์งˆ์—์„œ ๋ฐ˜์‚ฌ์˜ ๊ฐ•๋„๋‚˜ ์ƒ‰์„ ๋ณ„๋„๋กœ ์กฐ์ ˆํ•  ๋•Œ ์‚ฌ์šฉ๋œ๋‹ค.
  • ์ผ๋ถ€ ์›Œํฌํ”Œ๋กœ์šฐ์—์„œ๋Š” Metal-Roughness ๋ชจ๋ธ ๋Œ€์‹  Specular-Glossiness ๋ชจ๋ธ์„ ์‚ฌ์šฉํ•œ๋‹ค.

6. Opacity (Alpha Map)

  • ํ‘œ๋ฉด์˜ ํˆฌ๋ช…๋„๋ฅผ ์ œ์–ดํ•˜๋Š” ๋งต์ด๋‹ค.
  • ํฐ์ƒ‰(1)์€ ์™„์ „ ๋ถˆํˆฌ๋ช…, ๊ฒ€์ •(0)์€ ์™„์ „ ํˆฌ๋ช…์ด๋‹ค.
  • ์‹๋ฌผ ์žŽ, ์œ ๋ฆฌ, ์–‡์€ ์ฒœ ๋“ฑ์˜ ์žฌ์งˆ ํ‘œํ˜„์— ์‚ฌ์šฉ๋œ๋‹ค.

7. Ambient Occlusion (AO)

  • ๊ตฌ์„์ด๋‚˜ ํ‹ˆ์ฒ˜๋Ÿผ ๋น›์ด ๋‹ฟ๊ธฐ ์–ด๋ ค์šด ๋ถ€๋ถ„์„ ๋” ์–ด๋‘ก๊ฒŒ ํ‘œํ˜„ํ•˜๋Š” ๋งต์ด๋‹ค.
  • ์ฃผ๋ณ€ ๊ด‘์ด ์ฐจ๋‹จ๋˜๋Š” ์˜์—ญ์„ ๊ฐ•์กฐํ•˜์—ฌ ๊นŠ์ด๊ฐ๊ณผ ์ž…์ฒด๊ฐ์„ ํ–ฅ์ƒ์‹œํ‚จ๋‹ค.

8. Refraction

  • ํˆฌ๋ช…ํ•œ ์žฌ์งˆ(์˜ˆ: ์œ ๋ฆฌ, ๋ฌผ)์„ ํ†ต๊ณผํ•œ ๋น›์˜ ๊ตด์ ˆ์„ ์ œ์–ดํ•œ๋‹ค.
  • ์ฃผ๋กœ ๊ตด์ ˆ๋ฅ (Index of Refraction, IOR)์„ ์ด์šฉํ•ด ๊ณ„์‚ฐ๋˜๋ฉฐ, ๋ณ„๋„์˜ ๋งต์œผ๋กœ ์ •์˜๋˜๊ธฐ๋„ ํ•œ๋‹ค.

9. Emissive (Self-Illumination)

  • ์ž์ฒด์ ์œผ๋กœ ๋น›์„ ๋‚ด๋Š” ์žฌ์งˆ(์˜ˆ: LED, ๋ถˆ๊ฝƒ)์„ ํ‘œํ˜„ํ•  ๋•Œ ์‚ฌ์šฉ๋œ๋‹ค.
  • ๋น›์„ ๋ฐ˜์‚ฌํ•˜๋Š” ๊ฒƒ์ด ์•„๋‹Œ, ์Šค์Šค๋กœ ๊ด‘์›์„ ๊ฐ€์ง€๋Š” ํšจ๊ณผ๋ฅผ ๋‚ผ ์ˆ˜ ์žˆ๋‹ค.

 

 

๐Ÿ“Œ OBJ & MTL ํŒŒ์ผ ๊ตฌ์กฐ

OBJ ํŒŒ์ผ

  • 3D ๋ชจ๋ธ์˜ ํ˜•์ƒ(geometry), ์ •์ (vertex), ํ…์Šค์ฒ˜ ์ขŒํ‘œ, ๋…ธ๋ฉ€ ๋ฒกํ„ฐ, ๋ฉด(Face) ์ •๋ณด๋ฅผ ๋‹ด๋Š” ํ…์ŠคํŠธ ํฌ๋งท.
  • .mtl ํŒŒ์ผ๊ณผ ํ•จ๊ป˜ ์‚ฌ์šฉ๋˜์–ด ์žฌ์งˆ๊ณผ ํ…์Šค์ฒ˜ ์ •๋ณด๋ฅผ ์ฐธ์กฐํ•œ๋‹ค.
mtllib material.mtl       # ์‚ฌ์šฉ๋  MTL ํŒŒ์ผ ์ง€์ •
v 0.0 1.0 2.0             # Vertex
vt 0.5 0.5                # Texture Coordinate
vn 0.0 0.0 1.0            # Normal Vector
usemtl material1          # ์‚ฌ์šฉํ•  ์žฌ์งˆ ์ง€์ •
f 1/1/1 2/2/2 3/3/3       # Face ์ •๋ณด (v/vt/vn)
  • mtllib: ์‚ฌ์šฉ๋  .mtl (Material Library) ํŒŒ์ผ์„ ์ง€์ •ํ•œ๋‹ค. .obj ํŒŒ์ผ์—์„œ ์ฐธ์กฐํ•  ์žฌ์งˆ ์ •๋ณด๋ฅผ ํฌํ•จํ•œ ํŒŒ์ผ์ด๋‹ค.
    ์˜ˆ: mtllib material.mtl
  • usemtl: ํ˜„์žฌ๋ถ€ํ„ฐ ๋“ฑ์žฅํ•˜๋Š” ๋ฉด(face)์— ์ ์šฉํ•  ์žฌ์งˆ ์ด๋ฆ„์„ ์ง€์ •ํ•œ๋‹ค. .mtl ํŒŒ์ผ ๋‚ด์˜ newmtl๊ณผ ๋Œ€์‘๋œ๋‹ค.
    ์˜ˆ: usemtl Wood
  • v: 3D ๊ณต๊ฐ„ ์ƒ์˜ ์ •์ (vertex)์˜ ์œ„์น˜๋ฅผ ์ •์˜ํ•œ๋‹ค. ๊ฐ ์ค„์— x, y, z ์ขŒํ‘œ๋ฅผ ์‹ค์ˆ˜๋กœ ์ ๋Š”๋‹ค.
    ์˜ˆ: v 1.0 0.0 2.5
  • vt: ํ…์Šค์ฒ˜ ์ขŒํ‘œ(2D)๋ฅผ ์ •์˜ํ•œ๋‹ค. ๊ฐ ์ ์˜ u, v ์ขŒํ‘œ๋กœ ํ…์Šค์ฒ˜ ์ด๋ฏธ์ง€๋ฅผ ๋งคํ•‘ํ•  ๋•Œ ์‚ฌ์šฉ๋œ๋‹ค.
    ์˜ˆ: vt 0.3 0.7
  • vn: ๋ฒ•์„  ๋ฒกํ„ฐ(normal vector)๋ฅผ ์ •์˜ํ•œ๋‹ค. ํ‘œ๋ฉด์˜ ๋ฐฉํ–ฅ์„ ๋‚˜ํƒ€๋‚ด๋ฉฐ, ์กฐ๋ช… ํšจ๊ณผ ๊ณ„์‚ฐ ์‹œ ์‚ฌ์šฉ๋œ๋‹ค.
    ์˜ˆ: vn 0.0 1.0 0.0
  • f: ๋ฉด(face)์„ ์ •์˜ํ•œ๋‹ค. ์—ฌ๋Ÿฌ ๊ฐœ์˜ ์ •์ ์„ ์—ฐ๊ฒฐํ•ด ํด๋ฆฌ๊ณค(๋ณดํ†ต ์‚ผ๊ฐํ˜• ๋˜๋Š” ์‚ฌ๊ฐํ˜•)์„ ์ƒ์„ฑํ•œ๋‹ค.
    ๊ฐ ์ •์ ์€ v/vt/vn ํ˜•์‹์œผ๋กœ ์ธ๋ฑ์Šค๋ฅผ ์ฐธ์กฐํ•œ๋‹ค.
    ์˜ˆ: f 1/1/1 2/2/1 3/3/1
  • g: ์ง€์˜ค๋ฉ”ํŠธ๋ฆฌ ๊ทธ๋ฃน(group)์„ ์ •์˜ํ•œ๋‹ค. ๋ชจ๋ธ์„ ์˜๋ฏธ ์žˆ๋Š” ํŒŒํŠธ๋ณ„๋กœ ๋‚˜๋ˆ„์–ด ๊ด€๋ฆฌํ•  ์ˆ˜ ์žˆ๋„๋ก ํ•œ๋‹ค.
    ์˜ˆ: g LeftWing
  • o: ํ•˜๋‚˜์˜ ๋…๋ฆฝ์ ์ธ ์˜ค๋ธŒ์ ํŠธ(object)๋ฅผ ์ •์˜ํ•œ๋‹ค. ์—ฌ๋Ÿฌ ์˜ค๋ธŒ์ ํŠธ๋ฅผ ํฌํ•จํ•œ .obj ํŒŒ์ผ์—์„œ ๊ฐ ํŒŒํŠธ๋ฅผ ๊ตฌ๋ถ„ํ•  ์ˆ˜ ์žˆ๋‹ค.
    ์˜ˆ: o CarBody
  • s: ์Šค๋ฌด๋”ฉ ๊ทธ๋ฃน(smoothing group)์„ ์ง€์ •ํ•œ๋‹ค. ๋ถ€๋“œ๋Ÿฌ์šด ํ‘œ๋ฉด ๋ Œ๋”๋ง์„ ํ• ์ง€ ์—ฌ๋ถ€๋ฅผ ๊ฒฐ์ •ํ•œ๋‹ค.
    ์˜ˆ: s 1 (์Šค๋ฌด๋”ฉ ์ ์šฉ), s off (์Šค๋ฌด๋”ฉ ๋ฏธ์ ์šฉ)

 

MTL ํŒŒ์ผ

  • ์žฌ์งˆ ์†์„ฑ ์ •๋ณด๋ฅผ ์ •์˜ํ•˜๋Š” ํŒŒ์ผ์ด๋ฉฐ, ๊ฐ ํ…์Šค์ฒ˜ ๋งต์„ ์ฐธ์กฐํ•œ๋‹ค.
newmtl Wood
Ka 1.000000 1.000000 1.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ns 96.078431
Ni 1.000000
d 1.000000
illum 0
map_Kd woodtexture.jpg
  • newmtl: ์ƒˆ๋กœ์šด ์žฌ์งˆ ์„ ์–ธ
  • Ka, Kd, Ks: Ambient / Diffuse / Specular ์ƒ‰์ƒ
  • Ns: ๋ฐ˜์‚ฌ ์ง€์ˆ˜ (๊ด‘ํƒ์˜ ๊ฐ•๋„)
  • d: ํˆฌ๋ช…๋„ (1์€ ๋ถˆํˆฌ๋ช…, 0์€ ์™„์ „ ํˆฌ๋ช…)
  • Ni: ๊ตด์ ˆ๋ฅ (Index of Refraction)
  • Ke: Emissive ์ƒ‰์ƒ
  • illum: ์กฐ๋ช… ๋ชจ๋ธ (์˜ˆ: 0 = ambient only, 2 = diffuse & specular ์‚ฌ์šฉ)
  • map_*: ๊ฐ ํ…์Šค์ฒ˜ ๋งต์„ ์ฐธ์กฐ (map_Kd = Diffuse, map_bump = Normal ๋“ฑ)

 

๐Ÿ“Œ ๊ด‘์›๊ณผ ํ‘œ๋ฉด์˜ ์ƒํ˜ธ์ž‘์šฉ: ๋ฐ˜์‚ฌ ์ข…๋ฅ˜

Phong model

Ambient Reflection (์ฃผ๋ณ€ ๋ฐ˜์‚ฌ)

  • ๊ด‘์›์ด ์ง์ ‘ ๋‹ฟ์ง€ ์•Š๋Š” ์˜์—ญ์— ๊ธฐ๋ณธ์ ์ธ ๋ฐ๊ธฐ๋ฅผ ๋ถ€์—ฌํ•˜๋Š” ๊ฐ„์ ‘ ์กฐ๋ช… ํšจ๊ณผ์ด๋‹ค.
  • ํ˜„์‹ค ์„ธ๊ณ„์—์„œ๋Š” ๋‹ค๋ฅธ ๋ฌผ์ฒด๋‚˜ ๋ฒฝ์— ๋ฐ˜์‚ฌ๋œ ๋น›์ด ๋‹ค์‹œ ๋ฌผ์ฒด์— ๋‹ฟ์•„ ์–ด๋‘์šด ๋ถ€๋ถ„์„ ๋ถ€๋“œ๋Ÿฝ๊ฒŒ ๋ฐํžˆ๋Š”๋ฐ, ์ด ๊ณผ์ •์„ ๊ณ„์‚ฐํ•˜๊ธฐ ๋ณต์žกํ•˜๊ธฐ ๋•Œ๋ฌธ์— ๋ชจ๋“  ๋ฐฉํ–ฅ์—์„œ ์ผ์ •ํ•˜๊ฒŒ ๋“ค์–ด์˜ค๋Š” ๋น›์œผ๋กœ ๊ฐ„์ฃผํ•˜๊ณ  ๋‹จ์ˆœํ™”์‹œํ‚จ๋‹ค.
  • ์ฃผ๋กœ ์ผ์ •ํ•œ ์ƒ์ˆ˜ ๊ฐ’์œผ๋กœ ์ฒ˜๋ฆฌํ•˜๋ฉฐ, ์‹œ์ ์ด๋‚˜ ๊ด‘์›์˜ ์œ„์น˜์™€ ๊ด€๊ณ„์—†์ด ์ „์ฒด์ ์œผ๋กœ ๊ท ์ผํ•œ ๋ฐ๊ธฐ๋ฅผ ๋”ํ•ด์ค€๋‹ค.
  • ๋”ฐ๋ผ์„œ Ambient Reflection๋งŒ์œผ๋กœ๋Š” ๊ทธ๋ฆผ์ž๋‚˜ ์ž…์ฒด๊ฐ ํ‘œํ˜„์ด ์–ด๋ ต๊ณ , ๊ด‘์›์˜ ์œ„์น˜๋ฅผ ์•Œ ์ˆ˜ ์—†๋‹ค.

Diffuse Reflection (ํ™•์‚ฐ ๋ฐ˜์‚ฌ)

  • ๊ด‘์›์ด ๋ฌผ์ฒด ํ‘œ๋ฉด์— ๋‹ฟ์„ ๋•Œ, ํ‘œ๋ฉด์˜ ๊ฑฐ์น ๊ธฐ๋กœ ์ธํ•ด ๋น›์ด ์—ฌ๋Ÿฌ ๋ฐฉํ–ฅ์œผ๋กœ ๊ณ ๋ฅด๊ฒŒ ํผ์ง€๋Š” ๋ฐ˜์‚ฌ ํ˜„์ƒ์ด๋‹ค.
  • ๋ฌผ์ฒด๊ฐ€ ๋ณด๋Š” ๋ฐฉํ–ฅ๊ณผ ์ƒ๊ด€์—†์ด ๋น›์˜ ์„ธ๊ธฐ์™€ ํ‘œ๋ฉด์˜ ๋ฒ•์„  ๋ฒกํ„ฐ(normal vector) ์‚ฌ์ด์˜ ๊ฐ๋„์— ๋”ฐ๋ผ ๋ฐ๊ธฐ๊ฐ€ ๊ฒฐ์ •๋œ๋‹ค.
  • ๋Œ€ํ‘œ์ ์œผ๋กœ ๋งคํŠธํ•œ(๊ด‘ํƒ ์—†๋Š”) ํ‘œ๋ฉด์—์„œ ๋ฐœ์ƒํ•˜๋ฉฐ, ๋ฌผ์ฒด์˜ ์ž…์ฒด๊ฐ๊ณผ ๋ช…์•” ํ‘œํ˜„์— ์ค‘์š”ํ•œ ์—ญํ• ์„ ํ•œ๋‹ค.
  • Lambert ๋ฒ•์น™์„ ๊ธฐ๋ฐ˜์œผ๋กœ ๊ณ„์‚ฐ๋œ๋‹ค.

Specular Reflection (์ •๋ฐ˜์‚ฌ ๋˜๋Š” ๊ฑฐ์šธ ๋ฐ˜์‚ฌ)

  • ํ‘œ๋ฉด์ด ๋งค๋„๋Ÿฌ์šธ์ˆ˜๋ก ๋ฐœ์ƒํ•˜๋ฉฐ, ๋น›์ด ์ž…์‚ฌ๊ฐ = ๋ฐ˜์‚ฌ๊ฐ์˜ ๋ฒ•์น™์— ๋”ฐ๋ผ ํŠน์ • ๋ฐฉํ–ฅ์œผ๋กœ ์ง‘์ค‘๋˜์–ด ๋ฐ˜์‚ฌ๋œ๋‹ค.
  • ์ด ๋ฐ˜์‚ฌ๋กœ ์ธํ•ด ํ‘œ๋ฉด์— ๋ฐ˜์ง์ด๋Š” ํ•˜์ด๋ผ์ดํŠธ(๊ด‘์ , highlight)๊ฐ€ ์ƒ๊ธด๋‹ค.
  • ๊ด€์ฐฐ์ž์˜ ์‹œ์ ์— ๋”ฐ๋ผ ๋ฐ๊ธฐ๊ฐ€ ๋‹ฌ๋ผ์ง€๋ฏ€๋กœ, ์‹œ์  ์˜์กด์ ์ธ ๋ฐ˜์‚ฌ์ด๋‹ค.
  • ๊ธˆ์†, ์œ ๋ฆฌ, ๋ฌผ๊ณผ ๊ฐ™์€ ํ‘œ๋ฉด์—์„œ ๊ฐ•ํ•˜๊ฒŒ ๋‚˜ํƒ€๋‚˜๋ฉฐ, ํ‘œ๋ฉด์˜ ๊ด‘ํƒ๊ณผ ๋น›์˜ ์ง‘์ค‘๋„๋ฅผ ํ‘œํ˜„ํ•˜๋Š” ๋ฐ ํ•„์ˆ˜์ ์ด๋‹ค.
  • Phong ๋ชจ๋ธ, Blinn-Phong ๋ชจ๋ธ ๋“ฑ์—์„œ ์ˆ˜ํ•™์ ์œผ๋กœ ๋ชจ๋ธ๋ง๋œ๋‹ค.
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  • [CV] SFM (Structure From Motion) : ์—ฐ์†๋œ 2D ์ด๋ฏธ์ง€๋“ค๋กœ ์นด๋ฉ”๋ผ ํฌ์ฆˆ์™€ 3D shape ์žฌ๊ตฌ์„ฑํ•˜๊ธฐ
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