CK 40
- CK 하늘섬 (1학기) 개발일지 Jun 19, 2022
- 14. Reflection And Refraction Jun 15, 2022
- 13. 아웃라인과 BRDF Jun 8, 2022
- 12. 행렬 MVP변환 Jun 1, 2022
- 11. 벡터와 행렬 May 25, 2022
- 10. 시멘틱과 전처리, 컨벤션과 좌표계 May 18, 2022
- 9. 커맨드와 프로퍼티 May 11, 2022
- 8. Lambert와 ShaderLab May 4, 2022
- 7. 코드로 만드는 쉐이더 Apr 27, 2022
- 6. Sorting & depth Apr 14, 2022
- 5. 셰이더, 렌더링순서 Apr 4, 2022
- 4. 커스텀 라이트와 정적분기 Mar 30, 2022
- 3. 색을 숫자로 생각하는 과정 Mar 20, 2022
- 14. Import FBX Dec 16, 2021
- 13. Quaternion interpolation & Skinning Dec 8, 2021
- 12. Quaternion Nov 25, 2021
- 11. Euler & Quaternion Nov 16, 2021
- 10. Differentiation & Maclaurin's series Nov 10, 2021
- 9. Complex Number Nov 2, 2021
- 8. Triangle Clipping Oct 27, 2021
- 7. Frustum Cull And Bounding Volume Oct 16, 2021
- 6. Frustum Oct 13, 2021
- 5. Depth Oct 5, 2021
- 4.Triple Product & Perspective Projection Sep 23, 2021
- 3.Backface Culling & Rodrigues rotation Sep 12, 2021
- 2. Gimbal-Lock & Cross Product Sep 8, 2021
- 1. 3D Transform Aug 29, 2021
- 13. 스키닝 애니메이션 May 31, 2021
- 12. 뷰 좌표계와 트랜스폼 May 24, 2021
- 11. Local Space, Texture Mapping, Bilinear Interpolation May 17, 2021
- 10. Convex, Line Clipping,Mesh May 10, 2021
- 9. Screen, Rasterization, Line May 3, 2021
- 8. 벡터의 내적 Apr 26, 2021
- 7. 아핀공간 Apr 19, 2021
- 6. Matrix - Scale, Shift, Rotate Apr 12, 2021
- 5. Linearity, Matrix - multiple Apr 5, 2021
- 4. 삼각함수 Mar 29, 2021
- 3. Vector Mar 22, 2021
- 2. Function & Vector Mar 15, 2021
- 1. Number Structure Mar 8, 2021