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WPF 3D 기초부터 활용까지.. 이동규 HOONS 닷넷WPF 시삽 dklee.net 전호진 HOONS 닷넷WPF시삽 crynut84.tistory.com
진행순서 WPF 3D 배경 / Show Case 1 2 WPF 3D 기초 개념 3 3D 삼각형 만들기(라이브 코딩) 4 예제로 알아보는 WPF 3D 활용
WPF 3D 배경 / Show case
전통적인 3D 프로그래밍
WPF 3D등장 WPF에서 3D API 지원
British Library http://ttpdownload.bl.uk/app_files/xbap/BrowserApp.xbap
You Cube http://www.chriscavanagh.com/chris/WPFBrowser/publish.htm
Augmented Reality(AR : 증강현실) http://shine10e.textcube.com
WPF 3D 기초 개념 카메라, 조명, 메쉬
ImageBrush 메모리 트리! DiffuseMaterial Mesh Geometry3D Directional Light Ambient Light Geometry 3D Material AxisAngle Rotation3D Light Geometry Model3D Model3D Visual3D Collection Rotate Transform3D Model Visual3D PerspectiveCamera Orthographic Camera Camera Visual3D ViewPort3D
            ViewPort3D ,[object Object]
카메라, 광원, 모델
System.Windows.Controls
일반적인 컨트롤 레이아웃과 동일,[object Object]
Camera – WPF3D 좌표
Camera – PerspectiveCamera FieldOfView UpDirection 카메라의 앵글 LookDirection 카메라의 배치 Position 카메라가 가리키는  방향 Camera의 위치 지정
Camera – PerspectiveCamera 0, 0, 4               -1, 0, 4               1, 0, 4 Position Camera의 위치 지정
Camera – PerspectiveCamera -0.33, 0, -1             -1, 0, 0              0.33, 0, 1 LookDirection 카메라가 가리키는  방향
Camera – PerspectiveCamera  -0.5, 1, 0                  0, 1, 0               0.5, 1, 0 UpDirection 카메라의 배치
Camera – PerspectiveCamera           65                    45                       25 FieldOfView 카메라의 앵글
ImageBrush 메모리 트리! DiffuseMaterial Mesh Geometry3D Directional Light Ambient Light Geometry 3D Material AxisAngle Rotation3D Light Geometry Model3D Model3D Visual3D Collection Rotate Transform3D Model Visual3D PerspectiveCamera Orthographic Camera Camera Visual3D ViewPort3D
Model Triangle Model
Model – MeshGeometry3D TriangleIndices Position Position의 인덱스 삼각형의 구성 방법 일련의 점들을 정의 최소한 3개의 값  Mesh의 순서 필요
Model – MeshGeometry3D Y+ 2 <MeshGeometry3D Position=“0 1 -4,  0 0 -4,  0 1 0,  0 0 0” TriangleIndices=“0 1 2,  1 3 2” /> Z- 1 -4 -3 -2 X+ -1 0 -1 Z+ -2 X- -3 Y-
Model – MeshGeometry3D Y+ 2 <MeshGeometry3D Position=“0 1 -4,  0 0 -4,  0 1 0,  0 0 0” TriangleIndices=“0 1 2,  1 3 2” /> Z- 1 -4 -3 -2 X+ -1 0 -1 Z+ -2 X- -3 Y-
Model – MeshGeometry3D Y+ 2 <MeshGeometry3D Position=“0 1 -4,  0 0 -4,  0 1 0,  0 0 0” TriangleIndices=“0 1 2,  1 3 2” /> (0, 1, -4) (0, 1, 0) Z- 1 -4 (0, 0, -4) -3 -2 X+ -1 0 (0, 0, 0) -1 Z+ -2 X- -3 Y-
Model – MeshGeometry3D Y+ 2 <MeshGeometry3D Position=“0 1 -4,  0 0 -4,  0 1 0,  0 0 0” TriangleIndices=“0 1 2,  1 3 2” /> (0, 1, -4) 반시계 방향 (0, 1, 0) Z- 1 -4 (0, 0, -4) -3 -2 X+ -1 0 (0, 0, 0) 반시계 방향 -1 Z+ -2 X- -3 Y-
Model – Meterial(재질) ,[object Object]
윤기 없는 표면
광원(빛)에 따라 밝기 결정
 2D의 Brush 사용
단색, 그라데이션, 비트맵, 드로잉, Visual
앞면과 뒷면의 재질을 다르게 정의 가능,[object Object]
Light AmbientLight DirectionalLight 자연스러운 조명 태양과 같은 원거리 Color 속성  Direction 속성 가장 간단한 광원 위치와 방향에 관계 없음 Color 속성
간단한 삼각형 그리기 예제로 알아보는                                WPF3D의 기본 개념
WPF 3D 의 활용 연아 큐브 만들기! 3rdParty Tools ZAM3D 의 활용
YUNA CUBE 만들기! 2D요소 텍스쳐 회전 큐브
YUNA CUBE만들기 (1/4) 큐브 추가

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