ANSUNAI Á¦ÀÛ Èıâ
2005³â 2¿ù
Çöó¿öÃÆ® ¾Ö´Ï¸ÞÀÌ¼Ç ºÎ¹®
1À§ ¼ö»óÀÚ ÀÌ Ã¢ ¼®
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1. prologue
ºÒÇàÇÏ°Ôµµ ANSUNAI¿¡´Â ÁغñµÈ ½ºÅ丮º¸µå°¡ ¾ø½À´Ï´Ù.
´ëÃæ 30ÃÊ Á¤µµÀÇ ¾Ö´Ï¸ÞÀ̼ÇÀ» ¸¸µé¾î¾ß°Ú´Ù°í »ý°¢ÇÏ¸ç ¸Ó¸®¼Ó¿¡ ¶°¿À¸£´Â ¸î¸î Àå¸éµéÀ» °¡Áö°í
¹«ÀÛÁ¤ ÀÛ¾÷¿¡ µé¾î°¬½À´Ï´Ù.
óÀ½¿¡´Â 2´Þ°¡·® ¿¹»óÇÏ°í ½ÃÀÛÇÏ¿´À¸³ª scanline¿¡¼ v-ray·ÎÀÇ ·£´õ·¯ Àüȯ, ÀÛÇ°±æÀÌ°¡ 1ºÐÀ» ³Ñ¾î
°¡¸ç Àç ¼±°î µÈ ¹è°æÀ½¾Ç, ·£´õ¸µÀ» ÇØ ³õ°íµµ ¸¶À½¿¡ µéÁö¾Ê¾Æ ´Ù½Ã ÀÛ¾÷ÇÏ´Â µî Á¦À۱ⰣÀº ÇѾøÀÌ ´Ã¾î¸¸ °¬½À´Ï´Ù.
¿ª½Ã³ª ¹ÌÈíÇÑ »çÀüÁغñÀÛ¾÷À¸·Î ÀÎÇÑ ´ë°¡¸¦ »ÀÀú¸®°Ô ´À³¢°Ô ÇØÁØ ÀÛ¾÷À̾ú½À´Ï´Ù.
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2. modeling
ANSUNAI¿¡ ¾²ÀÎ ¸ðµ¨Àº ´ëºÎºÐ 3ds maxÀÇ polygon¹æ½ÄÀ¸·Î Á¦À۵Ǿú½À´Ï´Ù.
4¼¼±×¸ÕÆ®ÀÇ plane¿¡¼ ½ÃÀÛÇÏ¿© ¿§Áö¸¦ extrudeÇÏ¸ç ¸¸µé¾ú°í ·£´õ¸µ½Ã °¢ ¾À¿¡¼ Ä«¸Þ¶ó¿ÍÀÇ °Å¸®¿¡
µû¶ó mesh smooth°ªÀ» ÁÖ¾ú½À´Ï´Ù.
µµ½ÃÀüü¸¦ º¸¿©ÁÖ´Â ¾À¿¡¼ÀÇ Æ®·¡ÇÈÄ«´Â °£´ÜÇÑ ¹Ú½ºÇüÅ·μ Á¦À۵Ǿú°í °Ç¹°ÀÇ °æ¿ì ¿ëµµ¿¡ µû¶ó
low polygon°ú high polygon¸ðµ¨À» ÀûÀýÇÏ°Ô ¹èÄ¡ÇÏ¿´½À´Ï´Ù.
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(ÀÎÅͳÝÀ» ÅëÇØ ±¸ÇÑ ¹Ø±×¸²À» °¢ ºäÆ÷Æ®º°·Î ±ò¾ÆµÎ°í ÀÛ¾÷ÇÕ´Ï´Ù.)
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(¾î¶²°ÍµéÀº ´ëÃæ ÇüŸ¸ °®°í À־ µË´Ï´Ù.)
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3. mapping
ÇÊÀÚ´Â ¸ÊÇÎÀÛ¾÷½Ã morpher¸¦ »ç¿ëÇϱ⵵ÇÕ´Ï´Ù.
´ÙÀ½Àº Æ®·°ÀÇ ¾ÕºÎºÐÀ» ¿¹·Î µé¾î º¸°Ú½À´Ï´Ù.
a.¿ÀºêÁ§Æ®¸¦ Ä«ÇÇÇÑÈÄ ¿øº»¿ÀºêÁ§Æ®¸¦ ´ëÃæ ÆòÆòÇÏ°Ô ÆîĨ´Ï´Ù.
b.ÆîÃÄÁø ¿øº»¿ÀºêÁ§Æ®¿¡ UVWmapÀÇ planar¸¦ Àû¿ëÇÏ°í texpoteÇÑ ÈÄ Æ÷Åä¼¥¿¡¼ ¸ÊÀ» Á¦ÀÛÇÏ¿©
Àû¿ëÇÕ´Ï´Ù.
c.¿øº» ¿ÀºêÁ§Æ®¿¡ Ä«ÇÇµÈ ¿ÀºêÁ§Æ®¸¦ morpher·Î Àû¿ëÇÑ ÈÄ collapse½ÃÅ°°í
Ä«ÇǵȿÀºêÁ§Æ®´Â »èÁ¦ÇÕ´Ï´Ù.
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(¹«½ÄÇÑ ¹æ¹ýÀÌ¶ó ¾µ±î¸»±î ¸¹ÀÌ ¸Á¼³¿´½À´Ï´Ù.)
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(ŸÀ̾îÀÇ ¸ÕÁö´Â splat¸ÊÀ» ÀÌ¿ëÇß½À´Ï´Ù.)
(noise¸Ê°ú ÇÔ²² °£´ÜÇϸ鼵µ ´Ù¾çÇÏ°Ô È°¿ëÇÒ ¼ö ÀÖ½À´Ï´Ù.)
4. animating
´Þ¸®´Â ÀÚµ¿Â÷¿¡ Á¦µ¿ÀÌ °É¸®¸é °ü¼º¿¡ ÀÇÇØ Â÷ü´Â ¾ÕÀ¸·Î ±â¿ï¾îÁö¸ç ½ò¸®°Ô µÇ°í Äڳʸ¦ µ¹¶§´Â
¿ø½É·Â¿¡ÀÇÇØ ¹Ù±ùÂÊÀ¸·Î ±â¿ï°ÔµË´Ï´Ù.
´ç¿¬ÇÑ ¾ê±âÁö¸¸ ÀÚ¿¬½º·¯¿î ¾Ö´Ï¸ÞÀ̼ÇÀ» À§Çؼ´Â ¹Ýº¹ÀûÀÎ ÇÁ¸®ºä¸¦ ÅëÇØ ¾î»öÇÑ Á¡À» ¼öÁ¤ÇØ
³ª°¡´Â ¹æ¹ý¹Û¿¡ ¾ø´Ù°í »ý°¢ÇÕ´Ï´Ù.
ÀÚµ¿Â÷ÀÇ ±âº»ÀûÀÎ À̵¿Àº path constraint¸¦ ÀÌ¿ëÇÏ¿© path¸¦ µû¶ó°¡°Ô ÇÏ°í Äڳʿ¡¼´Â circle¿¡ link
½ÃŲÈÄ circleÀ» ȸÀü½ÃÄ×½À´Ï´Ù.
±×¸®°í ÀÌ·¯ÇÑ ¿òÁ÷ÀÓÀ§¿¡¼ ŸÀֿ̹¡ ¸ÂÃç Â÷·®ÀÇ dummy¸¦ Á¶Á¤Çϸç Â÷üÀÇ ±â¿ï¾îÁü µîÀ» Ç¥Çö
Çß½À´Ï´Ù.
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(Çö½Ç°¨ ÀÖ´Â ¾Ö´Ï¸ÞÀ̼ÇÀÇ Ç¥Çö¿¡ ÀÖ¾î ¸ð¼Çºí·¯´Â Áß¿äÇÑ ¿ä¼ÒÀÔ´Ï´Ù.)
(°í¼ÓÀ¸·Î ȸÀüÇÏ´Â ¹ÙÄûÀÇ°æ¿ì ¸ð¼Çºí·¯¸¦ Àû¿ëÇÏÁö ¾ÊÀ¸¸é ÈÙÀÌ µÚ·Î ȸÀüÇÏ´Â °Íó·³ º¸ÀÏ ¼ö ÀÖÀ¸¸ç ȸÀü ¼Óµµµµ °¡´ÆÇÒ ¼ö ¾ø°Ô µË´Ï´ô.)
5. lighting & rendering
±âº»ÀûÀ¸·Î 1lightÀÇ v-ray¸¦ »ç¿ëÇß°í ¾À¿¡ µû¶ó ·£´õ¸µ ÇØ°¡¸ç ´Ù¸¥ ¼³Á¤Ä¡¸¦ ÁÖ¾ú½À´Ï´Ù.
±âº»ÀûÀÎ ¼³Á¤ ¼öÄ¡¿¡¼ first diffuse bounce°ªÀ» ¿Ã¸®°í GI environmentÀÇ »ö»óÀ» Á»´õ ¹à°Ô ÇØÁÜÀ¸·Î
¼ over lightµÈ ´À³¦À» ÁÖ¾ú½À´Ï´Ù.
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(Â÷·®ÀÌ ÅͳÎÀ» Åë°úÇÒ¶§ ±³Â÷µÇ´Â ±×¸²ÀÚ¸¦ Ç¥ÇöÇϱâ À§ÇØ ÀüµîÀÇ °¹¼ö¸¸Å omni¶óÀÌÆ®¸¦ ¼³Á¤ÇÏ°í scanline·£´õ·¯¸¦ »ç¿ëÇß½À´Ï´Ù.)
6. epilogue
ÀÌ»óÀ¸·Î °£´ÜÇÏ°Ô³ª¸¶ ANSUNAIÀÇ Á¦ÀÛ°úÁ¤À» ¸¶Ä¨´Ï´Ù.
º¸½Ã´ø ¹Ù¿Í°°ÀÌ ÀÛ¾÷Àº ´ëºÎºÐ 3ds maxÀÇ ±âº»ÀûÀÎ ±â´Éµé·Î ÀÌ·ç¾îÁ³½À´Ï´Ù.
¾²°íº¸´Ï µüÈ÷ ³»¼¼¿ï¸¸ÇÑ ³ëÇÏ¿ìµµ ¾ø´Âµ¥´Ù°¡ ±ÛÀçÁÖ±îÁö ¾øÀ¸´Ï
¸Å¿ì ¼ºÀǾø´Â ±Û·Î ºñÃçÁú ¼öµµ ÀÖ°Ú´Ù´Â »ý°¢ÀÌ µì´Ï´Ù.
³¡À¸·Î ÃʵîÇб³ Á¹¾÷ÈÄ 17³â¸¸¿¡ ÀÌ·± ±ÍÁßÇÑ »óÀ» ¹Þ°Ô µµ¿ÍÁֽŠCGlandȸ¿ø ¿©·¯ºÐµé°ú
°ü°èÀںеé, ±×¸®°í Ä£±¸µé °¡Á·µé ¸ðµÎ¿¡°Ô ÀÌÀÚ¸®¸¦ ºô¾î °¨»çÀÇ ¸»¾¸ ¿Ã¸³´Ï´Ù.
°¨»çÇÕ´Ï´Ù.
"Æ÷±âÇÏÁö ¸¶¶ó. Àú ¸ðÅüÀ̸¸ µ¹¸é Èñ¸ÁÀ̶õ ³à¼®ÀÌ ±â´Ù¸®°í ÀÖÀ»Áöµµ ¸ð¸¥´Ù."