Early Z (Z Cull) 이창희 (cagetu79@gmail.com)
Early-Z? <ul><li>http://www.slideshare.net/pjcozzi/z-buffer-optimizations </li></ul>
구현 <ul><li>2-Pass 로 구성 </li></ul><ul><ul><li>1 st : Only Depth Pass </li></ul></ul><ul><ul><li>2 nd :  메쉬 랜더링 </li></ul></ul>
1 st  Pass (Only Depth) <ul><li>Z 값만 기록한다 . </li></ul><ul><li>ZFunc 는  LessEqual!!! </li></ul>
2 nd  Pass (Color Pass) <ul><li>모델 랜더링 </li></ul><ul><li>ZFunc: Equal!!! </li></ul><ul><li>이전에 기록한  Depth 를 지우지 않는다 . </li...
참고자료 <ul><li>http:// www.gamedev.net/community/forums/topic.asp?topic_id =468554 </li></ul><ul><li>[ 참고 ] 알파 메쉬 렌더링 정책 htt...
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EarlyZ

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EarlyZ

  1. 1. Early Z (Z Cull) 이창희 (cagetu79@gmail.com)
  2. 2. Early-Z? <ul><li>http://www.slideshare.net/pjcozzi/z-buffer-optimizations </li></ul>
  3. 3. 구현 <ul><li>2-Pass 로 구성 </li></ul><ul><ul><li>1 st : Only Depth Pass </li></ul></ul><ul><ul><li>2 nd : 메쉬 랜더링 </li></ul></ul>
  4. 4. 1 st Pass (Only Depth) <ul><li>Z 값만 기록한다 . </li></ul><ul><li>ZFunc 는 LessEqual!!! </li></ul>
  5. 5. 2 nd Pass (Color Pass) <ul><li>모델 랜더링 </li></ul><ul><li>ZFunc: Equal!!! </li></ul><ul><li>이전에 기록한 Depth 를 지우지 않는다 . </li></ul><ul><ul><li>RenderTarget 을 관리할 때 , DepthStencilBuffer 의 관리를 주의하자 !!! </li></ul></ul>
  6. 6. 참고자료 <ul><li>http:// www.gamedev.net/community/forums/topic.asp?topic_id =468554 </li></ul><ul><li>[ 참고 ] 알파 메쉬 렌더링 정책 http://www.gamecode.org/tt/entry/2020 </li></ul>

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