1.1 Off-line 3D 2003 84 2006 176 27% / 2003 23.2 2008 33.4 DFC Intelligence 3D NVIDIA http://www.nvidia.com 3D GPU 3D 3D 3D 3D 3D 2D 3D idsoft DOOM 3 http:// www.idsoftware.com Half-Life 2 http://www.sierra.com Far Cry http://www.farcrygame.com 3D 3D
3D 2001 Real-Time Shading Language http://www.microsoft.com DirectX 8 3D 2002 12 DirectX 9 HLSL 3D 3D MAYA 3DMAX SoftImage XSI Normal Map 3D 3D 3D 1.2 : 1. 2. 3. 2
1.3 1. 2. 3. 3
1.4 : 4
1.5 1.5.1? 2003 (RPG) 1.5.2 1.5.3 3 (Unreal 3) 1.6 1. Normal Mapping : Wikipedia (http://en.wikipedia.org/wiki/normal_mapping) 5
3D Bump Mapping ( ) perturbs grayscale red,green and blue 1998 SIGGRAPH Cohen et al. "Appearance Preserving Simplification" 2. Moore s Law : http://www.intel.com/ Gord on Moore 1965 Moore 3. GPU : Webopedia http://www.webopedia.com 3D 3D lighting effects transforms CPU GPU CPU GPU NVIDIA Inc GeForce 256 2 2 Pentium III CPU 9 4. (High Level Shading Language,HLSL) Randima Fernando and Mark J. Kilgard The Cg Tutorial Addison Wesley,2003 NVIDIA Microsoft Cg Microsoft HLSL HLSL C g 6
HLSL Microsoft DirectX DirectX 9 Framework Cg 3D irect3d D OpenGL HLSL shading HLSL Cg 5. (Game Engine) (1) 2D 3D (2) (3) (4) (5) (6) (AI) (7) (8) (9) 7
2.1 PC Fixed-function pipeline [1,2,4] (Vertex) (Fragment) (Pipeline Render) Ray Tracing (Global Lighting) [6] 2.1.1[16] 3D (Graphics Pipeline) Programmable Vertex Shader Programmable Pixel Shader 2.1.1 3D 8
Shading 3D PC [3] [10] [11] 2.1.2[9] 2.1.2 DirectX8[7] API OpenGL (Extensions)[18] vertex shader pixel shader microcode Stanford University GPU [5] NVIDIA Cg Cg PC NVIDIA Cg DirectX OpenGL 2.1.3[9] 9
2.1.3 NVIDIA Cg Shader ( NVIDIA NVIDIA GPU) Cg DirectX 8.0 OpenGL 1.3 API 3D NVIDIA Cg 3D Cg HLSL 2.1.1 PC [30]: 1. Pre-GPU Silicon Graphics SGI Even & Sutherland vertex transform texture mapping GPU game consoles GPU 10
2. GPU GPU 1998 NVIDIA TNT2 ATI Rage 3dfx Voodoo3 GPU rasterizing 2D 3D GPU GPU 3D CPU ; GPU 3. GPU GPU 1999-2000 NVIDIA GeForce 256 GeForce 2 ATI Radeon 7500 S3 Savage3D GPU 3D T&L PC OpenGL DirectX 7 GPU signed GPU configurable 4. GPU GPU 2001 NVIDIA GeForce3 GeForce4 Ti Microsoft Xbox ATI Radeon 8500 GPU vertex programmability OpenGL DirectX 7 GPU GPU pixel programmable DirectX 8 OpenGL ARB_vertex_program extensions DirectX 8 pixel shader OpenGL fragment-level 5. GPU 11
GPU 2002 NVIDIA GeForce FX ATI Radeon 9700 GPU CPU DirectX 9 OpenGL ARB_fragment_program GPU 2.2 1958 Willy Higinbotham B rookhaven "Tennis for Two" 15 没 别 80 2.2.1 12
2.2.1 2D 80 Pac-Man Ra lly X Pocket Aldo's Tetris 2.2.1.1 Pac-Man 1980 Namco 宫 Pac-Man 2.2.1.2 Rally X 2.2.1.3 Pocket 13
2.2.1.4 Aldo's Tetris 1985 NES 1983 Famicom( ) SUPER MARIO Donkey Kong ( ) 2.2.1.5 1983 Famicom 14
2.2.1.6 1986 SUPER MARIO 2.2.1.7 1981 Donkey Kong 2 D 3D 80 16 32KB 64KB (Gameplay) 80 2.2.2 2D 3D 2D 80 3D 15
2D 3D ( Snow Whiteand the Seven Dwarfs 3D ) 2D 2.2.2.1 Snow Whiteand the Seven Dwarfs 3D 80 3D 90 2D 1991 2 (Street Fighter 2) 2.2.2.2 2 (Street Fighter 2) 16
90 3D 3D Pre-Render 3D 3D Render Render lineage Pre-Render 2.2.2.3 lineage 2.2.3 3D 1993 (DOOM) 3D FPS (First Person Shooting ) < > 3D (p.274) DOOM-like 2.2.3.1 1993 DOOM FPS 17
90 3D 3D 3D 1992 3D (Castle Wolfenstein 3D) ( 3D 3D ) 3D (Wing Commander) (Strike Commander) 2.2.3.2 FPS 1992 3D (Castle Wolfenstein 3D) 2.2.3.3 1990 Origin Systems (Wing Commander) 18
2.2.3.4 (Strike Commander) 1995 Sony Playstation PS 3D 3D 3D 3D NVIDIA GeForce 2.2.3.5 1994 SONY 32 CD PlayStation Sega Saturn 64 DreamCast PS2 GameCube XBOX 3D Polygon 3D 19
2.2.3.6 3D 2.2.4 2D 3D 3D 2D 3D 3D 2D 3D Polygon 2D 2D 3D 3D RO 2D 3D 2.2.4.1 RO 3D 2D 20
3D 3D 2D 2003 3D 2.3 RPG RPG Role Play Games RPG 1. 2. 3. 4. RPG RPG RPG RPG 19 1824 von Reisswitz Kriegspiel sand table RPG 21
3D RPG RPG 1972 Gary Gygax RPG Dungeons & Dragons 1978 Advanced Dungeons & Dragons Advanced Dungeons & Dragons Dungeons & Dragons Advanced Dungeons & Dragons 2.3.1 Dungeons & Dragons 1976 II IIe 20 7~80 128K 256 Advanced Dungeons & Dragons 70 Advanced Dungeons & Dragons (Wizardry) RPG RPG RPG RPG 22
2.3.2 Apple II 2.3.1 1979 (Wizardry) (The Knight of Diamonds) II Sir-Tech (Wizardry) Werdna Pascal Macintosh Macintosh (Wizardry) Macintosh 1986 (Legacy of Lyllgamyn) --Orb 3 2.3.1.1 < 1> 23
(Ultima) 80 ( ) 20 Akalabeth Applesoft BASIC (Ultima) 80 PC C (The First Age of Darkness) 2.3.1.2 1986 Jon Van Caneghem BASIC RPG C64 DOS (Might and Magic) 24
2.3.1.3 RPG 2.3.2 4 Werdna (Might and Magic) Werdna 5 (Heart of the Maelstrom) 1988 RPG 2.3.2.1 4 Werdna 25
3 (Isles of Terra) NWC VGA 2.3.2.2 3 New World Computing 92 (Clouds of Xeen) 93 (Dark Side of Xeen) RPG 2.3.2.3 New World Computin 92 26
2.3.2.4 New World Computing 2 1981 Time Bandits 2 2 (Revenge of the Enchantress) Macintosh Mondain Minax Minax 2.3.2.5 2 1983 Origin II 3 (Exodus) Origin 27
2.3.2.6 3 (Exodus) 1985 4 (Quest of the Avatar) 4 (Ultima VII) 2.3.2.7 4 (Quest of the Avatar) 80 28
RPG 2.3.3 (Wizardry) 1988 5 (Heart of the Maelstrom) 6 (Bane of the Cosmic Forge) 7 (Crusaders of the Dark Savant) (Ultima) 5 (Warriors of Destiny) 6 (The False Prophet) 1992 7 (The Black Gate) (The Black Gate) (ELECTRONIC ARTS) Origin System VIII (Pagan) 2.3.2.8 5 (Warriors of Destiny) 2.3.2.9 6 (The False Prophet) 29
2.3.2.10 7 (The Black Gate) 2.3.2.11 VIII (Pagan) 20 90 RPG 1998 6 (The Mandate of Heaven) 3D 30
2.3.2.12 6 (The Mandate of Heaven) 3D (Wizardry) 2001 8 (wizardry 8) PS2 9 1999 7 (For Blood and Honor) 8 (Day Of The Destroyer) " " 31
2.3.2.13 7 (For Blood and Honor) 8 (Day Of The Destroyer) RPG RPG RPG RPG RPG RPG 2.3.2.12 RPG 32
2.3.2.12 Legend of Might and Magic 33
3.1 10 pre-rendered pre-rendered 3D (Frame Rate)( 25-30 ) 1500 polygon 2 LowPoly) HiPoly (Color) Bump Normal Mapping Normal Mapping LowPoly HiPoly 2D 3D Normal Mapping Normal Map Microsoft Windows Apple Macintosh MAYA FBX 1 1 34
3D Normal Mapping : 3.1.1 MAYA Normal Mapping MAYA 7.0 Surface Sampler Normal Map Normal Map Displacement Map Diffuse Map Lit and Shaded Color Map MAYA Normal Map General Utilities plug-in Normal Map General Utilities 3.1.1.1 Normal map MAYA Normal Map 1. Model 2. UV 3. Surface Sampler 4. Normal Map Model MAYA Alias 2 2005 7.01 Normal Map 1. Model Polygon Model Polygon( ) MAYA Surface Sampler Polygon Model Normal Map UV 3D 3 2 35
Normal Map Model 2M 0.0.0 Z 3.1.1.2 3.1.1.3 Model 2M 0.0.0 Z 36
Duplicate Instance Model 3.1.1.4 Duplicate-Instance 3.1.1.5 Smooth Extrude Face Model 37
3.1.1.6 Smooth Extrude Face Model Duplicate Face Model Model 3.1.1.7 Duplicate Face Model 38
3.1.1.8 Model 3000 4 Normal Map 3.1.1.9 4 39
MAYA Online Help Surface Sampler Normal Map ( Surface Sampler) ( ) ( ) Smooth Extrude Face Normal Map 3.1.1.10 3.1.1.11 Smooth Extrude Face 40
Model Normal Map Normal Map Normal Map 5 6 3.1.1.12 2. UV UV Normal Map Normal Map UV Normal Map 7 Planer Mapping Cylindrical Mapping Spherical Mapping Automatic Mapping UV MAYA Online Help Surface Sampler Normal Map ( Surface Sampler) UV Normal Map UV UV Normal Map 5 41
3.1.1.13 3.1.1.14 UV 42
3.1.1.15 UV 3.1.1.16 UV 43
Lay UV UV Map Layout UVS MAYA Online Help Surface Sampler Normal Map ( Surface Sampler) UV Normal Map UV 3.1.1.17 UV Map Layout UVS Lay UV 3. Surface Sampler Surface Sampler MAYA7.0 Normal Map MAYA Online Help Surface Sampler Normal Map ( Surface Sampler) 44
( ) 3.1.1.18 MAYA Surface Sampler MAYA Surface Sampler Normal Map Projrct Surface Sampler 8 8 45
3.1.1.19 Surface Sampler Project Surface Sampler Normal Map 7.0 Surface Sampler 3.1.1.20 Surface Sampler Target Surfaces Add Selected Target Surfaces( ) Source Surfaces( ) Add Selected Source 46
Surfaces Outputs Normal map Displacement map Normal map Displacement map 512*512.DDS _Normal- _map _Displacement_map Map Space Tangent Space Search Envelope 6.0 Shading Network Preserve current shading network Bake Normal map 3.1.1.21 Surface Sampler Search Envelope 3.1.1.22 47
Map Space Object Space Tangent Space 3.1.1.23 Tangent Space Object Space Shading Network Preserve current shading network Attach to shading network Attach as color channel Normal map File Texture color MAYA Online Help Surface Sampler Normal Map ( Surface Sampler) High Quality Rendering Normal map 9 3.1.1.24 Shading Network MAYA Normal Map Displacement map Normal Map RGB Normal Map Displacement map Normal Map 9 48
49
3.1.1.25 Normal Map Displacement map 50
3.1.1.26 Displacement map 51
4. Normal Map Model Normal Map Model Normal Map File Texture Model Bump mapping Displacement map File Texture Model Displacement Mat. 3.1.1.27 Normal Map Model Bump mapping 3.1.1.28 Displacement map Model Displacement Mat. 52
3.1.1.29 MAYA Online Help Surface Sampler Normal Map ( Surface Sampler) Normal Map MAYA Hardware Rendering MAYA Hardware Rendering Displacement map Software Rendering Quality Preview Quality Rendering Displacement map 10 High Quality Rendering Hardware Texturing Normal Map Normal Map Normal Map Normal Map Normal Map Normal Map 10 53
3.1.1.30 Normal Map Normal Map Normal Map MAYA Surface Sampler Normal Map 3.1.1.31 Normal Map ( ) ( ) 54
Displacement map GPU Rendering Displacement map Rendering Displacement map Displacement map 3.1.2 3DS MAX Normal Mapping 3DS MAX 7 Normal Map 3D MAX Normal Map Normal Map DirectX 3D 3D 3DS MAX Autodesk 2005 8.0 sp2 MAYA FBX FBX 3.1.2.1 MAYA 3DS MAX 8.0 Customize>Preferences Viewports 55
Choose Driver Direct3D Device Hardware(HAL) Direct3D 3.1.2.2 Direct3D 11 56
3.1.2.3 Import FBX 3DS MAX 3DS MAX (Bump Map) UVW UVW UVW Normal Map 12 UVW.UVW Normal Map UVW 12 UV 57
3.1.2.4 UVW.UVW 0 13 Render to Texture Projection Mapping Enabled Projection Mapping Pick ( ) Options Normal Map Space World Screen LocalXYZ Tangent 14 MAYA 3.1.2.5 World 58
3.1.2.6 Projection Mapping Pick 3.1.2.7 Normal Map Space World 59
World Tangent Screen LocalXYZ World 15 Output Normal Map Selected Element Common Settings Normal Map Target Map Slot Bump Normal Map 1024*1024 16 Selected Element Unique Settings Output into Normal Bump Normal Render 3.1.2.8 Output Normal Map 15 Sub-Object Levels Normal Map 16 3DS MAX 60
UV UV 3.1.2.9 UV 3.1.2.10 UV Render Modify Projection Cage Normal Map Shaded Point to Point 61
Auto-Wrap Tolerance 0.001-0.005 Normal Map 3.1.2.11 Projection Cage Shaded Point to Point Amount 17 Percent 18 Render Projection Project Mapping 17 0.005 18 3DS MAX Normal Map 62
3.1.2.12 Project Mapping Render 3DS MAX Normal Map 3.1.2.13 3DS MAX Normal Map 63
Normal Map 64
3.1.2.14 Normal Map Normal Map Normal Map Bump Normal Bump Normal World Directx Manager DX Display of Standard Normal Map 3.1.2.15 Normal Map Bump 65
Modify Unwrap UVW UVW 3.1.2.16 UVW Render 66
3.1.2.17 Normal Map 3D MAX 7.0 Normal Map Render Normal Map Normal Map Normal Map DirextX9 DirectX9 Normal Map 3.2 3D Maya Torque Shader Engine(TSE) : TSE Maya 7 67
3.2.1 Root DTS Utility Embeded Shape base01 start01 base01 Register Details detail01 LOD 3.2.2 Bounding Box 68
3.2.3 bounds Eye Cam Mount 3.2.4 69
3.2.5 Export DTS Utility Create Sequence Node Export Sequence 3.2.6 70
3.2.7 ShowTool Pro 3.2.8 ShowTool Pro 3.3 71
Normal Map Normal Map MAYA Normal Map 3D MAX 3D MAX Normal Map Bump Map MAYA Surface Sampler MAYA Normal Map 3D MAX Normal Map Normal Map MAYA Render Render Normal Map 3D MAX Render Normal Map Render MAYA 72
4.1 4.1.1 (Introduction) 4.1.2 (Background) : 73
4.1.3 (Key Features) Normal Map 74
4.1.4 (Game Genre) RPG 4.1.5 (Platform) IBM PC Windows XP 4.1.6 (Concept Art) 4.1.6.1 4.1.6.2 75
4.1.6.3 4.1.7 (Game Flow) 4.1.7.1 4.1.8 (Characters) 76
4.1.8.1 4.1.9 (User Interface) RPG 4.1.9.1 4.1.10 (System Requiment) 77
(A) : Intel Pentium 4 2.0 Ghz AMD K7 1800+ IBM PCRU : nvidia Geforce 5200 ATI RANDEON 9600 64MB DirectX 9.0c : 300M Bytes : : (B) Winodws XP 4.2 MAYA Polygon 4.2.1 ( ) 78
美神話之情境 有鑒於多數建築形式多是菱角與幾何型所組成 研究者先於場景中建一幾何 方塊作為建物主要基本造型 並置於水平線上與地面貼齊 圖 4.2.1.1 先於場景中建一幾何方塊作為建物主要基本造型 並置於水平線上與地面貼齊 使用 Split Polygon Tool 切出屋頂之龍骨位置 配合位移點 線 面之工具將 屋頂之基本型勾出 圖 4.2.1.2 Split Polygon Tool 切出屋頂之龍骨位置並勾出基本形 79
其後切割出房屋之細部元件包含入口 角窗 煙囪 屋簷及屋頂菱線並調整 體造型 以達滿意之效果 圖 4.2.1.3 切割出房屋之細部元件並調整體造型 以達滿意之效果 最後在以 Extrude Face 方式長出包含入口 角窗 煙囪 屋簷等細部元件 以不斷微調之方式進行外型之修整 最終以 Triangulate 之方式賦予模型三角化19 以完成建築構成之單一元件 圖 4.2.1.4 經過不斷微調與 Triangulate 最終完成建築構成之單一元件 19 根據遊戲引擎之匯出入法則上說明 匯入之模型均需以三角面之方式呈現 80
Planar Mapping Cylindrical Mapping Spherical Mapping Automatic Mapping UV Normal Map UV UV UV Layout 4.2.1.5 Planar Mapping Cylindrical Mapping Spherical Mapping Automatic Mapping UV UV 81
圖 4.2.1.6 為模型付與一材質貼圖 為考慮中式建築法講究前後一致以及左右對稱之傳統建築風格 以及營造出 官房有別於民房之雄偉氣派之聲勢 研究者以複製之方式將模型複製兩次 且分 別至於此元件兩旁並調整大小 延伸左右兩邊之腳窗簷 以誇大之窗簷提昇遊戲 之趣味性 縮短複製建築之煙囪與木階 以表現建築之主從關係 兩端屋簷微微 上揚以顯示房屋之整體感與一致性 圖 4.2.1.7 完成後之官屋 82
4.2.1.8 4.2.2 ( ) 3D 83
圖 4.2.2.1 以幾何形作為基本創建造型 將幾何型拉長做為劍身之初胚 以堆疊之方式創造出劍柄與劍尾 並加以調整以顯示整把劍之雛形 圖 4.2.2.2 以堆疊之方式創造出劍柄與劍尾 並加以調整以顯示整把劍之行雛形 將雛型加以細調 並以 Triangulate 之方式賦予模型三角化 完成最終之模型 創作 84
圖 4.2.2.3 細調後之完成圖 將模型以 Planar Mapping Cylindrical Mapping Spherical Mapping Automatic Mapping 之方式為模型產生 UV 貼圖 方法如前述官房之製作 圖 4.2.2.4 將模型產生 UV 貼圖 最後將模型付與材質貼圖 完成劍之整體製作 85
4.2.2.5 4.2.3 Altas L3DT[31] New map Design Map Heightfield Resolution 1 Heightfield 1024x1024 1Mega Pixels 86
4.2.3.1 OK Design map 4.2.3.2 87
4.2.3. 3 Design map Heightfield Attributes map Normal map Light map Texture map : 88
4.2.3.4 Heightfield Texture map Heightfield Texture map RAW JPEG TSE 89
4.2.3.5 TSE chu tqt Altas 4.2.3.6 90
4.2.3.7 4.3 [32] (MMORPG) 3D RPG 4.3.1 TSE MMORPG MMORPG Torque 128 91
NASA Resources Torque Torque Shader Engine( TSE) High Level Shader Language DirectX 9 GPU TSE Normal Map Script 4.3.2 MMORPG BasePlayer PCPlayer NPCPlayer 4.3.2.1 4.3.3 92
4.3.3.1 NPC 4.3.4 4.3.4.1 Zoom In/Out 93
4.3.4.2 4.3.4.3 4.3.4.4 94
4.3.4.5-95
5.1 3D 3D 3D MAYA 3DSMAX Normal Map Torque Shader Engine MMORPG RPG Normal Mapping Indie 5.2 Normal Map API DirectX 10 Normal Map Displacement Map 96
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