@ 2004-11-23 @
1 Çϵå¿þ¾î °¡¼Ó ##.PPU(¹°¸®¿¬»ê ÇÁ·Î¼¼½º À¯´Ö) ; CPU°¡ ´ã´çÇÏ´Â À̹ÌÁö Àç»ý°ú °ü·ÃµÈ ¹°¸® ¿¬»êÀ» Àü´ãÇÏ´Â ÁÖº¯±â±â
/ ÄÜ¼Ö °ÔÀÓÇÁ·Î¼¼½Ì ó¸® °³³ä = CPU + GPU + PPU
#.GPU (Graphics Processing Unit)´ÂÁß¾Óó¸®ÀåÄ¡ÀÎ CPU¸¸À¸·Î °íÁ¤¹ÐµµÀÇ ±×·¡ÇÈÀ» ´Üµ¶À¸·Î ó¸®Çϱ⿡ ¹«¸®°¡ Àֱ⠶§¹®¿¡, À̸¦ º¸Á¶Çϱâ À§ÇÏ¿© 3D±×·¡ÇÈ ¿¬»ê Àü¿ëÀÇ ÇÁ·Î¼¼¼ GPU°¡ °³¹ß µÇ¾ú½À´Ï´Ù.
GPU¶ó´Â ¿ë¾î´Â ¿£ºñµð¾Æ(NVIDIA)»ç¿¡¼ 1999³â¿¡ ¡®ÁöÆ÷½º(GeForce)¡¯¶ó´Â À̸§ÀÇ »õ·Î¿î ±×·¡ÇÈ ÄÁÆ®·Ñ·¯(Graphics Controller: ±×·¡ÇÈÄ«µå¿ë Ĩ)À» ³»³õÀ¸¸ç óÀ½ Á¦Ã¢ÇÑ °ÍÀÌ´Ù. ÁöÆ÷½º´Â CPUÀÇ µµ¿ò ¾øÀÌ ÀÚüÀûÀ¸·Î Æú¸®°ï(Polygon: 3D ±×·¡ÇÈÀ» ±¸¼ºÇÏ´Â µµÇü)ÀÇ º¯Çü(Transform) ¹× ±¤¿ø(Lighting)È¿°ú¸¦ ±¸»çÇÏ´Â ±â´É, À̸¥¹Ù ¡®Çϵå¿þ¾î(Hardware) T&L¡¯À» °®Ãß°í ÀÖ¾ú´Ù. ÀÌ´Â ÀÌÀü±îÁö »ç¿ëÇß´ø ±×·¡ÇÈ ÄÁÆ®·Ñ·¯¿Í´Â È®¿¬È÷ ´Ù¸¥ °³³äÀ̾ú±â ¶§¹®¿¡ À̸¦ ±¸ºÐÇÏ°íÀÚ GPU¶ó´Â À̸§ÀÌ ºÙ°Ô µÇ¾ú´Ù. ±×¸®°í ÁöÆ÷½ºÀÇ Ãâ½Ã ÈÄ 1³âÀÌ Áö³ 2000³â, ATi(ÇöÀçÀÇ AMD)»ç¿¡¼ ¡®¶óµ¥¿Â(Radeon)¡¯À̶ó´Â GPU¸¦ Ãâ½ÃÇÏ°Ô µÇ¸é¼ ¾ç»çÀÇ °æÀïÀÌ º»°ÝÈ µÈ´Ù.
#.ÀÎÅÚ > Havok - ¹°¸® °è»êÀ» CPU¿¡¼ º¸Á¶ ¿ªÇÒÀ» ´ã´ç
¹è°æ ¼³Á¤À̳ª ÀÌÆåÆ® µî¿¡ ¹°¸®(ÇϺ¹) ¿¬»êÀÌ ÁøÇàµÉ ¶§, ´Ù¸¥ ÇÁ·Î¼¼½º°¡ ÀÛµ¿
#.NVIDIA > (AGEIA) PhysX - ¹°¸® °è»êÀ» ±×·¡ÇÈÄ«µå¿¡¼ º¸Á¶ ¿ªÇÒÀ» ´ã´ç--> ½ÉÇÒ °æ¿ì, ¹°¸® °è»êÀÌ ³¡³¯ ¶§±îÁö ȸéÀÌ ¸ØÃß´Â Çö»ó ¹ß»ý 2 °ÔÀÓ¿¡¼ÀÇ ¹°¸®ÇÐ #
2.1 Euler's Method #
2.2 Hook's law #
2.3 Verlet Intergrator #
-2) ÃʱâÄ¡ R(t-¥Ät) = R(t) - V(t)*¥Ät ·Î °è»ê
-3) ¿¹»óÇØ´ø °á°ú°¡ ³ª¿À¸é 2~3¹ø ·çÇÁ¸¦ µ¹·Á¼ ÇØ´ç ÇÁ·¹ÀÓ¿¡¼ °íÁ¤½Ãų ¼ö ÀÖ´Ù. 3 Chaos #
4 Jump ±âº»·ÎÁ÷ #
const float JumpGHIGHTRAVITY 1800.0f const float SAFEHEIGHT = 2.0f; const float STARTJUMP = 100.0f; static float fUp = 0.0f; // Á¡ÇÁ ¿©ºÎ if( !Á¡ÇÁÁß && ÇöÀç ¾Ö´Ï¸ÞÀ̼ÇÀÌ Á¡ÇÁÀΰ¡? ) { m_bJumpstart = true; m_bJump = true; fUp = STARTJUMP; m_fGravity = 0.0f; } if( m_bJump ) // »ó½Â ºÎºÐ { m_fGravity += (JumpGHIGHTRAVITY * (fDelta*fDelta)*0.5f ); fUp -= m_fGravity; if( fUp < 0.0f ) { m_fGravity = 0.0f; m_bJump = false; } else { oldTrans.z += fUp; } } else // ³«ÇÏ ¿©ºÎ { if( (oldTrans.z - kNewTrans.z) > SAFEHEIGHT ) { m_fGravity += (JumpGHIGHTRAVITY * (fDelta*fDelta)*0.5f ); oldTrans.z -= m_fGravity; } else { oldTrans = kNewTrans; m_fGravity = 0.0f; m_bJumpstart = false; } }
class className { public: void StartJump(); private: Point3 m_vSavePosition; bool m_bJump02; // Á¡ÇÁ À̺¥Æ®¸¦ ¹Þ¾Æ¼ ij¸¯ÅÍ°¡ ÇöÀç »ó½Â ÁßÀÎÁö¸¦ Ç¥½Ã bool m_bJumpstart; // Á¡ÇÁ¸¦ ÇÒ ¼ö ÀÖ´Â »óÅ ÀÎÁö¸¦ Ç¥½Ã float m_fGravity; float m_fHightPos; float m_fJumpStartTime; float m_fJumpTime; float m_fJumpTimeMAX; } ----------------------------------------------------------------------------------- const float DEF_JumpGHIGHTRAVITY = 1600.0f; const float DEF_JumpRAD = PI * 0.5; // 90µµ const float DEF_JumpMAX = 12.0f; // jump½Ã ÃÖ°í Á¤Á¡ÀÇ ³ôÀÌ void className::StartJump() { if( m_bJumpstart == true ) return; CPlayer * pkPlayer = GetPlayer(); _TKASSERT( pkPlayer ); m_pSavePosition = pkPlayer->GetWorldTranslate(); ControllerSequence* pkSequence = pkPlayer->GetSequence(Animation_jump); m_fJumpTimeMAX = pkSequence->GetLength() * 1.1f; m_fJumpTime = m_fJumpTimeMAX * 0.5f; m_fJumpStartTime = GetCurTime(); m_bJumpstart = true; m_bJump02 = true; } bool className::UpDate() { ... // Á¡ÇÁ ¹× ³«ÇÏ ºÎºÐ - Sin°î¼±À» µû¶ó¼ »ó½Â ÈÄ Á¤Á¡¿¡¼ ÇÔ¼ö »ç¿ëÇؼ ³«ÇÏ //========================================================================================= float fjumptime = GetCurTime() - m_fJumpStartTime; if( m_bJump02 ) // Á¡ÇÁ½Ã »ó½Â ±¸°£ { float fjumpRAD = (fjumptime/m_fJumpTime) * DEF_JumpRAD; if( fjumptime < m_fJumpTime ) // »ó½Â Áß { m_fHightPos = Sin(fjumpRAD) * DEF_JumpMAX; m_fHightPos += m_vSavePosition.z; } else // ÃÖ°í Á¤Á¡ºÎºÐ { m_fHightPos = m_vSavePosition.z + DEF_JumpMAX; m_bJump02 = false; } } else //Á¡ÇÁ°¡ ¾Æ´Ò¶§ ³«ÇÏ { if((oldTrans.z - kNewTrans.z) < 2.0f) { m_fHightPos = kNewTrans.z; oldTrans = kNewTrans; } if(m_fHightPos > kNewTrans.z) { m_fGravity += (DEF_JumpGHIGHTRAVITY * ((fDelta*fDelta)*0.5)); m_fHightPos -= m_fGravity; } else // if(m_fHightPos <= kNewTrans.z) { m_fHightPos = kNewTrans.z; m_fGravity = 0.0f; m_bJumpstart = false; m_bJump02 = false; } } oldTrans.z = m_fHightPos; } |
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