http://chineseinput.net/에서 pinyin(병음)방식으로 중국어를 변환할 수 있습니다.
변환된 중국어를 복사하여 사용하시면 됩니다.
강준원(Junwon Kang),이성길(Sungkil Lee) Korean Institute of Information Scientists and Eng 2021 정보과학회논문지 Vol.48 No.7
The Z-buffer algorithm is a standard technique for visibility determination in the modern 3D graphics pipeline. However, its limited precision can lead to z-fighting. This can be mitigated by adjusting per-object projection matrices, but its per-object iteration and draw calls become costly for complex scenes. In this paper, we introduce a GPU-based high-precision adaptive vertex depth rendering technique. The technique adjusts the z coordinates of the vertices in the clip space in the vertex shader. The adjusted vertices are adaptively biased depending upon the location of the objects through the rendering pipeline. Our technique can be applied to problems relating to depth precision including GPU occlusion culling and shadow mapping.