좌표를 사용한 색상 압축 구현 - 궁상
X Y 좌표'하나만 지정해 주면. 다양한 색상과 문양'이 생성 가능할거 같다.
- Tesseract 정팔포체
- DirectX SDK 의 3D 예제
- 문자표
C 언어에서 4 ~ 8 Byte 포인터 주소'에.
모든 객체 (데이터) 를 연결 할 수 있는것과 같다.
그리고 이것을 더 적용하면.
- 나선 모양
- 컬러
- 회전 빛 반사 색상
- 레이어
구글에서 이미지를 무단으로 가져왔다. ㅡ_ㅡ;;
16 색상 팔레트'와 256 색상 팔레트'에 차이가 거의 없었다.
팔레트 변환'(색상 공간 보정)이 가능하다면. 16 색상도 256 색상이 나올 수 있다는 생각이다.
색공간이 뭐지? RGB YUV
http://comdoc.tistory.com/entry/%EC%83%89%EA%B3%B5%EA%B0%84%EC%9D%B4-%EB%AD%90%EC%A7%80-RGB-YUV
Art > 8bit Game Art > Mirror Lake - Rain
http://markferrari.com/art/8bit-game-art/16850644
검은 물결'을 자세히 보면. 물결 무늬'가 보인다.
챠트 그래프'에서도 보인다.
비트맵 이미지의 색상을 좌표로 생성 할 수 있을 거 같다.
Delphi resources - DirectX 9.0 SDK (latest)
http://www.clootie.ru/delphi/download_dx92.html
라데온 HD 2K의 아키텍처, 3D기술, 성능 1부 - VRML 2.0 이 있다.
https://gigglehd.com/zbxe/special/91026
지포스 8 시리즈를 위한 다이렉트 X 10 SDK 코드 셈플
https://gigglehd.com/zbxe/92840
Coding Is Magic
https://codingismagic.wordpress.com/
DIRECTX 7 AND DIRECTX 9 DEMOS - 게임도 있다. Syberia Demo
http://tdxlibrary.org/DirectX_Demos.htm
Jupiter Jazz
TDx_Library v1.90
http://tdxlibrary.org/Downloads.htm
Finally, a DirectX 10 video driver for Irrlicht
http://irrlicht.sourceforge.net/forum/viewtopic.php?t=38510&start=105
Chronicles of the Hieroglyph
https://hieroglyph3.wordpress.com/samples/
[Vulkan] LunarG Vulkan SDK 환경설정/샘플 빌드하기
Using UVAtlas (Direct3D 9)
https://msdn.microsoft.com/ko-kr/library/windows/desktop/bb206321(v=vs.85).aspx
Implementing the Tron 2.0 glow effect
https://www.gamedev.net/forums/topic/401355-implementing-the-tron-20-glow-effect/
rendering to multiple views with DirectX :
CreateAdditionalSwapChain
http://www.fairyengine.com/articles/dxmultiviews.htm#intro
Integrating Direct3D with XAML and Windows 8.1
https://www.packtpub.com/books/content/integrating-direct3d-xaml-and-windows-81
AnimeWorld
(3D Game Using DirectX 9 and C#)
http://fredfred.net/skriker/index.php/directx-9-csharp-3d-game-anime/
Bilinear Texture Filtering (Direct3D 9)
https://msdn.microsoft.com/en-us/library/windows/desktop/bb172357(v=vs.85).aspx
Introduction to 3D Game Programming with Direct3D 11.0
http://www.d3dcoder.net/d3d11.htm
An Example of Shadow Rendering in Direct3D 9
DirectX10 Tutorial 6: Blending and Alpha Blending
https://takinginitiative.wordpress.com/2010/04/09/directx-10-tutorial-6-transparency-and-alpha-blending/
MMSF: Example 7 - Real-time image processing effects applied to a decoded video.
https://software.intel.com/sites/landingpage/mmsf/documentation/mmsf_windows_example7.html
Stencil Buffer Glows - Part 1
https://www.codeproject.com/Articles/128527/Stencil-Buffer-Glows-Part
Richards Software Ramblings
http://richardssoftware.blogspot.kr/p/directx-11-tutorials.html
DirectX 12, LiquidVR may breathe fresh life into AMD GPUs thanks to asynchronous shading
SlimDX Sample - Particle
http://8izips.blogspot.kr/2010/05/slimdx-sample-particle.html
The Speed Fragment
https://www.develteam.com/Game/The-Speed-Fragment
SamplerState in code or HLSL?
https://www.gamedev.net/forums/topic/658935-samplerstate-in-code-or-hlsl/
Direct3D Graphics Pipeline Code Samples
https://user.xmission.com/~legalize/book/snippets/
Great new features available with new version of Ab3d.DXEngine
http://blog.ab4d.com/
Humus - 3D
http://www.humus.name/index.php?page=3D&start=32
3D Graphics
http://www.blitzcode.net/3d_1.shtml
Windows 7 and 8 Touch API Sample
http://www.geeks3d.com/20121126/windows-7-and-8-touch-api-sample/
Data Visualization WPF .Net Charting Components for Visual Studio.Net, ActiveX, C++ MFC
http://www.gigasoft.com/datavisualization.html
Beginning Game Development: Part I – Introduction
https://channel9.msdn.com/coding4fun/articles/Beginning-Game-Development-Part-I--Introduction
DirectX 게임 개발
https://www.visualstudio.com/ko/vs/directx-game-dev/?rr=https%3A%2F%2Fwww.google.co.kr%2F
Delphi resources - Custom DirectX examples
http://clootie.narod.ru/delphi/download_custom.html
Intercept Calls to DirectX with a Proxy DLL
http://www.codeguru.com/cpp/g-m/directx/directx8/article.php/c11453/Intercept-Calls-to-DirectX-with-a-Proxy-DLL.htm
SiO2's Irrlicht Demos
http://irrlicht.sourceforge.net/forum/viewtopic.php?t=45781&p=263975
A Primer of DirectX Basics and the DirectX3D API
https://www.codeproject.com/Articles/135670/A-Primer-of-DirectX-Basics-and-the-DirectX-D-API
DirectX Tech Demo
http://dewaldhein.com/?p=10
https://www.pinterest.co.kr/pin/384635624408198998/
https://www.pinterest.co.kr/pin/522769469222860147/
INB382/INN382 Real-Time Rendering Techniques Lecture 9: Global Illumination Ross Brown.
http://slideplayer.com/slide/5706519/
Instancing with Direct3D 9
http://david.playfortblox.com/index.php?post=instancing-with-direct3d-9
DX11 Instancing - only render certain instances
https://www.gamedev.net/forums/topic/640604-dx11-instancing-only-render-certain-instances/
A Radeon Fix and More
http://flohofwoe.blogspot.kr/2013/01/
Molecular Visualisation Tool
https://www.youtube.com/watch?v=Ihwcx0LhfyM
Nebula3 Web Demos
http://www.flohofwoe.net/demos.html
CGTalk > Main > News > Indigo Renderer: GPU accelerated!
http://forums.cgsociety.org/archive/index.php?t-887761.html
NVIDIA Showcases GameWorks Flow Tech in DirectX 12 With Real-time Fire and Smoke Simulation
http://wccftech.com/nvidia-gameworks-flow-directx-12-demo/
dhpoware
Direct3D 9 Multiple Point Lights Demo.
http://www.dhpoware.com/demos/d3d9MultiplePointLights.html
High Performance Rendering Using C# and XAML in Windows 8 1
https://www.slideshare.net/PatrickSteger1/high-performance-rendering-using-c-sharp-and-xaml-in-windows-8-1
A Direct3D Retained Mode Example in BCB4
http://edn.embarcadero.com/es/article/10278
Lightspeed SIGGRAPH talk
https://www.slideshare.net/jrk/lightspeed-siggraph-talk-presentation
The NVIDIA GeForce GTX 980 Review: Maxwell Mark 2
http://www.anandtech.com/show/8526/nvidia-geforce-gtx-980-review
Irradiance Environment Map
http://phenixyu.blogspot.kr/2007/03/irradiance-environment-map.html
DXVA Video Processing
https://msdn.microsoft.com/en-us/library/windows/desktop/cc307964(v=vs.85).aspx
이건 스팀'이라고. 에뮬레이터 인거 같다. 요즘 스팀 게임과는 다른거다.
Steem SSE 3.7 - coming soon! ★★★★★
http://ataristeven.exxoshost.co.uk/Steem_370_coming_soon4.htm
Steem SSE ★★★★★
https://sourceforge.net/projects/steemsse/
Real-Time Rendering
http://www.realtimerendering.com/index_rtr2.html
스팀 서버를 변종하는 방법도 있나보다.
Dota 2 Offline Lan ?
Dota2.SSE118.Lan.Server.Launcher
https://cs.rin.ru/forum/viewtopic.php?f=10&t=62860&hilit=dota+2&start=90
SSE Plugin Loader by Utopium
http://www.nexusmods.com/skyrimspecialedition/mods/6442/?
[Release] SmartSteamEmu 1.4.3 - Steam game multiplayer without steam!
https://cs.rin.ru/forum/viewtopic.php?f=29&t=62935&start=1590
Silver Knight Armor for SSE
http://steamcommunity.com/id/jackGa/videos/?l=koreana
http://steamcommunity.com/sharedfiles/filedetails/?id=816109131
Solar Shifter EX Review (PC)
http://www.glitchfreegaming.com/videogames/review/solar-shifter-ex-review-pc
Truevision3D
http://wikivisually.com/wiki/Truevision3D
Introduction To Textures in Direct3D 11
https://msdn.microsoft.com/en-us/library/windows/desktop/ff476906(v=vs.85).aspx
OpenGL Tutorial #18 - Normalizing Normals
https://www.youtube.com/watch?v=y29pNL3YvNI
Dynamic Image-Based Uniform Tesselation (Normals) using OpenGL (PART1/2)
https://www.youtube.com/watch?v=nnrc_CGER10
RS Ambient, RS Color Vertex, RS Lighting, RS Local Viewer, RS Normalize Normals, RS Ambient Material Source, RS Diffuse Material Source, RS Specular Material Source, RS Ambient Material Source, RS Specular Enable, RS Shade Mode, and RS Fill Mode.
MVP
DirectX COOL FOOL
https://www.mvps.org/vbdx/downloads/
9. Illuminated surfaces
http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/illum/
Materiales avanzados
https://www.foro3d.com/f112/materiales-avanzados-66746.html
Global Illumination techniques
https://bassemtodary.wordpress.com/author/bassemtodary/page/4/
Texturing and Lighting in DirectX 11
https://www.3dgep.com/texturing-lighting-directx-11/
Virtual Camera Position(VCP) 기술http://gamepro.tistory.com/archive/200611
Ambient Cubemaps
https://docs.unrealengine.com/latest/INT/Engine/Rendering/LightingAndShadows/AmbientCubemap/
Stimergy
http://theinstructionlimit.com/page/4
Disparity, motion, and color information improve gloss constancy performance
http://jov.arvojournals.org/article.aspx?articleid=2191727