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2 - Rendering Basics

์ž‘์„ฑ 2026. 6. 12.ยท์ˆ˜์ • 2026. 6. 12.

Outline

  • Rendering์˜ ๊ธฐ๋ณธ ๊ฐœ๋…
  • Rendering ๋ฐฉ์‹
    • Rasterization
    • Ray Tracing

Basic Concepts: Rendering

  • Rendering์€ ์ปดํ“จํ„ฐ ํ”„๋กœ๊ทธ๋žจ์„ ํ†ตํ•ด 2D ๋˜๋Š” 3D ์žฅ๋ฉด(scene)์œผ๋กœ๋ถ€ํ„ฐ ์ด๋ฏธ์ง€๋ฅผ ์ƒ์„ฑํ•˜๋Š” ๊ณผ์ •
    (์ถœ์ฒ˜: Wikipedia)
  • Rendering ๊ฒฐ๊ณผ๋ฌผ์€ ๋‹ค์Œ๊ณผ ๊ฐ™์ด ์ €์žฅ ๊ฐ€๋Šฅ:
    • ์ด๋ฏธ์ง€ ํŒŒ์ผ
    • ๋น„๋””์˜ค ํŒŒ์ผ (์—ฌ๋Ÿฌ ์ด๋ฏธ์ง€ ํ”„๋ ˆ์ž„์˜ ์—ฐ์†)
    • ๋˜๋Š” frame buffer์— ์ €์žฅ๋˜์–ด ๋””์Šคํ”Œ๋ ˆ์ด์— ์ถœ๋ ฅ

Basic Concepts: Frame Buffer

  • Frame buffer๋Š” raster ๋””์Šคํ”Œ๋ ˆ์ด ์žฅ์น˜์— ๋ณด๋‚ผ ๋น„ํŠธ๋งต ์ด๋ฏธ์ง€๋ฅผ ์ €์žฅํ•˜๋Š” ๋ฉ”๋ชจ๋ฆฌ ์˜์—ญ
  • frame buffer๋Š” ๋‹ค์Œ๊ณผ ๊ฐ™์€ ์†์„ฑ์œผ๋กœ ์ •์˜๋จ:
    • width, height, depth
    • ์˜ˆ: 4K UHD (3840ร—2160) ํ•ด์ƒ๋„, 32bit ์ปฌ๋Ÿฌ โ†’ 3840 ร— 2160 ร— 32 bits
  • ๋ณดํ†ต ๊ทธ๋ž˜ํ”ฝ ์นด๋“œ์˜ ๋ฉ”๋ชจ๋ฆฌ์— ์ €์žฅ๋จ

Basic Concepts: Double Buffering

  • Rendering๊ณผ displaying์„ ์œ„ํ•ด ๋‘ ๊ฐœ์˜ frame buffer ์‚ฌ์šฉ
    • ์ด์ „ ์ด๋ฏธ์ง€๊ฐ€ front buffer์— ์ถœ๋ ฅ๋˜๋Š” ๋™์•ˆ ์ƒˆ๋กœ์šด ์ด๋ฏธ์ง€๋ฅผ back buffer์— ๊ทธ๋ฆผ
    • ๋‹ค์Œ frame์ด ์ค€๋น„๋˜๋ฉด ๋‘ ๋ฒ„ํผ๋ฅผ swap
  • โ†’ ํ”„๋ ˆ์ž„ ์†๋„ ํ–ฅ์ƒ, flickering ๊ฐ์†Œ
  • ๋Œ€๋ถ€๋ถ„์˜ ๊ทธ๋ž˜ํ”ฝ ์• ํ”Œ๋ฆฌ์ผ€์ด์…˜์€ double buffering ์‚ฌ์šฉ

Basic Concepts: Image Plane

  • Image plane์€ ์‚ฌ์šฉ์ž๊ฐ€ ๊ฐ€์ƒ 3D scene์˜ ๋ Œ๋”๋ง๋œ ์ด๋ฏธ์ง€๋ฅผ ๋ณด๋Š” ์‹ค์ œ ๋””์Šคํ”Œ๋ ˆ์ด ํ™”๋ฉด์„ ๊ฐœ๋…์ ์œผ๋กœ ๋‚˜ํƒ€๋‚ด๋Š” ํ‰๋ฉด
  • ์ฆ‰, ํ™”๋ฉด์„ ํ†ตํ•ด ๋ณด์—ฌ์ง€๋Š” ์ด๋ฏธ์ง€๋ฅผ ํˆฌ์˜ํ•˜๋Š” ๊ธฐ์ค€์ด ๋˜๋Š” ๊ฐœ๋…์  ์œ„์น˜๋ฅผ ์˜๋ฏธ

Example of Rendering a 3D Scene

  • 3D Scene ์˜ˆ์‹œ (Camera ์œ„์น˜์—์„œ image plane์„ ํ†ตํ•ด scene์ด ๋ Œ๋”๋ง๋จ)
  • Rendering output ์˜ˆ์‹œ
    • (์ด ์ด๋ฏธ์ง€๋Š” Colin Behrens๊ฐ€ ์ œ์ž‘ํ•œ Blender ๋ฐ๋ชจ ์žฅ๋ฉด "Loro Mask"๋ฅผ ๋ Œ๋”๋งํ•œ ๊ฒฐ๊ณผ)

Render Output

  • ๋ Œ๋”๋ง ๊ฒฐ๊ณผ๋Š” picture elements ๋˜๋Š” pixels๋กœ ๊ตฌ์„ฑ๋œ 2D ์ด๋ฏธ์ง€
  • ์ฆ‰, ๋ Œ๋”๋ง์ด๋ž€ 3D ์žฅ๋ฉด ์ •๋ณด์— ๊ธฐ๋ฐ˜ํ•˜์—ฌ ๊ฐ ํ”ฝ์…€์˜ ์ƒ‰์ƒ์„ ๊ณ„์‚ฐํ•˜๋Š” ๊ณผ์ •

Rendering Approaches

  • ๊ฐ ํ”ฝ์…€์˜ ์ƒ‰์ƒ์„ ์–ด๋–ป๊ฒŒ ๊ณ„์‚ฐํ•  ๊ฒƒ์ธ๊ฐ€?
  • Rasterization
  • Ray Tracing
  • ํ•™์Šต ๊ธฐ๋ฐ˜ ์žฅ๋ฉด ํ‘œํ˜„ ๋ฐฉ๋ฒ•:
    • NeRF: ์•”์‹œ์  3D ์žฅ๋ฉด ํ‘œํ˜„ ํ•™์Šต
    • Gaussian Splatting: ํฌ์ธํŠธ ๊ธฐ๋ฐ˜ 3D ์žฅ๋ฉด ํ‘œํ˜„ ํ•™์Šต

Rasterization

  • Primitive-by-primitive ๋ฐฉ์‹
    • primitive ์˜ˆ์‹œ: triangle, line, point ๋“ฑ
    • ๊ฐ primitive๋Š” ์ด๋ฏธ์ง€ ๋‚ด ์–ด๋А ํ”ฝ์…€์— ์˜ํ–ฅ์„ ๋ฏธ์น˜๋Š”์ง€๋ฅผ ๊ฒฐ์ •ํ•˜๊ณ  ํ•ด๋‹น ํ”ฝ์…€์˜ ์ƒ‰์„ ์„ค์ •ํ•จ
for each primitive in scene :
    transform the primitive to viewport
    find pixels for the primitive
    set color of the pixels based on texture and lighting model
  • ์˜ˆ์‹œ: ์‚ผ๊ฐํ˜• ํ•˜๋‚˜๊ฐ€ ํ™”๋ฉด์— ๋ Œ๋”๋ง๋จ

Rasterization Pipeline

(3D ์žฅ๋ฉด์˜ ๊ธฐํ•˜ ์ •๋ณด๋ฅผ ํ”ฝ์…€ ๋‹จ์œ„์˜ 2D ์ด๋ฏธ์ง€๋กœ ๋ณ€ํ™˜ํ•˜๋Š” ์ผ๋ จ์˜ ์ฒ˜๋ฆฌ ๊ณผ์ •)

  • ํ”ํžˆ rendering pipeline ๋˜๋Š” graphics pipeline์ด๋ผ ๋ถ€๋ฆ„

  • ์ฃผ์š” ๋‹จ๊ณ„:

    • Vertex Processing
      • vertex๋ฅผ screen space๋กœ ๋ณ€ํ™˜
    • Primitive Processing
      • vertex๋“ค์„ polygon์œผ๋กœ ๊ตฌ์„ฑ
    • Scan Conversion
      • polygon์„ fragment ์ง‘ํ•ฉ์œผ๋กœ ๋ณ€ํ™˜
    • Fragment Processing
      • ๊ฐ fragment์˜ ์ƒ‰์ƒ ๊ฒฐ์ • (ํ…์Šค์ฒ˜, ์กฐ๋ช… ๋ชจ๋ธ ๋“ฑ ๊ณ ๋ ค)
    • Per-sample Operations
      • depth test, alpha blending ๋“ฑ ์ˆ˜ํ–‰

fragment: ํ”ฝ์…€์„ ๊ตฌ์„ฑํ•˜๊ธฐ ์œ„ํ•œ ์ž ์ •์ ์ธ ๋ฐ์ดํ„ฐ ๋‹จ์œ„. ํ•˜๋‚˜์˜ ํ”ฝ์…€์— ์—ฌ๋Ÿฌ fragment๊ฐ€ ์ƒ์„ฑ๋  ์ˆ˜ ์žˆ์Œ.
์˜ˆ: MSAA(Multisample Anti-Aliasing)์—์„œ๋Š” ํ•˜๋‚˜์˜ ํ”ฝ์…€์„ ์—ฌ๋Ÿฌ ์ƒ˜ํ”Œ ์ง€์ ์œผ๋กœ ๋‚˜๋ˆ„์–ด ๊ฐ๊ฐ fragment๋ฅผ ์ƒ์„ฑํ•˜๊ณ , ์ด๋ฅผ ํ‰๊ท  ๋‚ด์–ด ์ตœ์ข… ์ƒ‰์ƒ์„ ๊ฒฐ์ •ํ•จ.

  • ์ž…๋ ฅ: ๊ฐ ์˜ค๋ธŒ์ ํŠธ ๊ณต๊ฐ„์˜ vertex
  • ์ฒ˜๋ฆฌ ์ˆœ์„œ:
    • screen space์˜ vertex
    • screen space์˜ primitive
    • pixel๋‹น ํ•˜๋‚˜ ์ด์ƒ์˜ fragment
    • ์ƒ‰์ƒ ๊ณ„์‚ฐ๋œ shaded fragments
    • ์ตœ์ข… ์ถœ๋ ฅ: image

Ray Tracing ๋ ˆ์ด ํŠธ๋ ˆ์ด์‹ฑ

  • Pixel-by-pixel ๋ฐฉ์‹
  • ์นด๋ฉ”๋ผ ์œ„์น˜์—์„œ image plane ์ƒ์˜ ๊ฐ ํ”ฝ์…€์„ ํ†ต๊ณผํ•˜๋Š” ray๋ฅผ ์ƒ์„ฑ
  • ํ•ด๋‹น ray๊ฐ€ ์–ด๋–ค ์˜ค๋ธŒ์ ํŠธ์™€ ๊ต์ฐจํ•˜๋Š”์ง€์— ๋”ฐ๋ผ ํ”ฝ์…€์˜ ์ƒ‰์ƒ์ด ๊ฒฐ์ •๋จ
for each pixel in image(plane) :
  determine which object should be shown at the pixel
  set color of the pixel based on texture and lighting model
  • ์˜ˆ์‹œ: ray ๊ต์ฐจ ๊ฒฐ๊ณผ๊ฐ€ ํ™”๋ฉด์— ๋ Œ๋”๋ง๋จ
  • Ray tracing์— ๋Œ€ํ•œ ์ž์„ธํ•œ ์„ค๋ช…์€ ๋‹ค์Œ ์ž๋ฃŒ ์ฐธ๊ณ :
    • "Ray Tracing in One Weekend"

Rasterization vs. Ray Tracing

  • (Nvidia์—์„œ ์ œ๊ณตํ•œ ๋น„๊ต ์‹œ๊ฐํ™” ์ž๋ฃŒ)

Rasterization โ€“ Pros & Cons

  • ์žฅ์ 
    • ์‚ผ๊ฐํ˜• ์ŠคํŠธ๋ฆผ๋งŒ ๋ Œ๋”๋งํ•˜๋ฉด ๋˜๋ฏ€๋กœ ์ „์ฒด ์žฅ๋ฉด ๋ฐ์ดํ„ฐ๋ฅผ ์œ ์ง€ํ•  ํ•„์š”๊ฐ€ ์—†์Œ
    • ๋ณ‘๋ ฌ ์ฒ˜๋ฆฌ์— ์ ํ•ฉ โ†’ ๋น ๋ฆ„!
  • ๋‹จ์ 
    • ๊ทธ๋ฆผ์ž, ๋ฐ˜์‚ฌ, ํˆฌ๋ช…๋„์— ๋Œ€ํ•œ ์ผ๊ด€๋œ ์ฒ˜๋ฆฌ ๋ฐฉ์‹์ด ์—†์Œ
    • ์ƒ๋Œ€์ ์œผ๋กœ ๋‚ฎ์€ ํ’ˆ์งˆ์˜ ๊ฒฐ๊ณผ๋ฌผ
  • ์ „ํ†ต์ ์œผ๋กœ ์‹ค์‹œ๊ฐ„ ๋ Œ๋”๋ง์— ์‚ฌ์šฉ
    • ์˜ˆ: OpenGL ๋˜๋Š” DirectX ๊ธฐ๋ฐ˜์˜ ๊ฒŒ์ž„

Ray Tracing โ€“ Pros & Cons

  • ์žฅ์ 
    • ๊ทธ๋ฆผ์ž, ๋ฐ˜์‚ฌ, ํˆฌ๋ช…๋„ ์ฒ˜๋ฆฌ ๋“ฑ์—์„œ ์ผ๋ฐ˜ํ™”๋œ ๋ฐฉ์‹ ์ œ๊ณต
      โ†’ Ray์™€์˜ ๊ต์ฐจ๋กœ ์ฒ˜๋ฆฌ๋จ
    • ๊ณ ํ’ˆ์งˆ ๊ฒฐ๊ณผ๋ฌผ ์ƒ์„ฑ ๊ฐ€๋Šฅ
  • ๋‹จ์  (์ „ํ†ต์  ๊ด€์ )
    • ์‹ค์‹œ๊ฐ„ ์• ํ”Œ๋ฆฌ์ผ€์ด์…˜์— ๋„ˆ๋ฌด ๋А๋ฆผ
    • ํ•˜๋“œ์›จ์–ด ๊ตฌํ˜„์ด ์–ด๋ ค์›€
  • ์ „ํ†ต์ ์œผ๋กœ ์˜ํ™”์šฉ ์˜คํ”„๋ผ์ธ ๋ Œ๋”๋ง์— ์‚ฌ์šฉ๋จ
    • ์˜ˆ: Maya, Blender ๋“ฑ์˜ 3D ์ €์ž‘ ํˆด์„ ์‚ฌ์šฉํ•œ ์• ๋‹ˆ๋ฉ”์ด์…˜ ์˜ํ™”

Recent Ray Tracing Technology

  • ๊ทธ๋Ÿฌ๋‚˜ ์ด ๋‹จ์ ๋“ค์€ ๋” ์ด์ƒ ์™„์ „ํžˆ ์‚ฌ์‹ค์ด ์•„๋‹˜
    • Rasterization๋ณด๋‹ค๋Š” ๋А๋ฆฌ์ง€๋งŒ, real-time๋„ ๊ฐ€๋Šฅํ•  ๋งŒํผ ์ถฉ๋ถ„ํžˆ ๋น ๋ฆ„
    • (Rasterization์— ๋น„ํ•ด) ๊ตฌํ˜„์€ ์—ฌ์ „ํžˆ ์–ด๋ ต์ง€๋งŒ, ํ•˜๋“œ์›จ์–ด๊ฐ€ ๋’ท๋ฐ›์นจ๋จ
  • ์ง€๊ธˆ์€ ๋‹ค์Œ๊ณผ ๊ฐ™์€ ๊ฒƒ๋“ค์ด ๊ฐ€๋Šฅ:
    • Nvidia RTX ์‹œ๋ฆฌ์ฆˆ์™€ ๊ฐ™์€ ํ•˜๋“œ์›จ์–ด
    • DirectX Raytracing, Vulkan RT ๋“ฑ์˜ API
  • ์ตœ๊ทผ ๋ณ€ํ™”๋œ ํ๋ฆ„
    • ์ตœ์ดˆ์˜ ์‹ค์‹œ๊ฐ„ ray tracing ๋ฐ๋ชจ โ€œReflectionsโ€๊ฐ€ 2018๋…„ 3์›”์— ๋ฐœํ‘œ

In This Course,

  • ๊ฐ•์˜๋Š” ๋ชจ๋“  ๋ Œ๋”๋ง ๋ฐฉ์‹์— ๊ณตํ†ต๋˜๋Š” computer graphics์˜ ๊ธฐ๋ณธ ๊ฐœ๋…์— ์ดˆ์ ์„ ๋งž์ถค

    • Movement & placement:
      Transformations, Hierarchical Modeling, Orientation & Rotation,
      Kinematics & Animation, Curves
    • Shape & appearance:
      Mesh, Lighting, Texture Mapping, Curves
  • ์ผ๋ถ€ ๊ฐ•์˜๋Š” rasterization์— ํŠนํ™”๋œ ๊ฐœ๋…๋„ ๋‹ค๋ฃธ

    • 2D ํ™”๋ฉด์œผ๋กœ์˜ mapping ๊ณผ์ •
      • Viewing / Projection / Viewport ๋ณ€ํ™˜
    • ํ˜•์ƒ ํ‘œํ˜„
      • Polygon shading
    • Rasterization ์ฒ˜๋ฆฌ ์ ˆ์ฐจ
      • Rasterization pipeline, Scan Conversion, Visibility
  • Lab์—์„œ๋Š” ์—ฌ์ „ํžˆ ๋„๋ฆฌ ์“ฐ์ด๋Š” modern OpenGL ์‚ฌ์šฉ

    • ๊ฐ•์˜์—์„œ ๋ฐฐ์šด ๊ฐœ๋… ๋ณต์Šต์šฉ ๋„๊ตฌ๋กœ ์‚ฌ์šฉ๋จ
  • ์ด ์ˆ˜์—…์—์„œ๋Š” ray tracing ๋˜๋Š” learnable scene representation์„ ๋‹ค๋ฃจ์ง€ ์•Š์Œ

    • ์‹ค์‹œ๊ฐ„ ๋ Œ๋”๋ง์—์„œ rasterization์€ ์—ฌ์ „ํžˆ ์ค‘์š”
    • ๋‹ค๋ฃฐ ์‹œ๊ฐ„์ด ๋ถ€์กฑํ•จ
์ตœ๊ทผ ์ˆ˜์ •: 26. 6. 12. ์˜คํ›„ 3:28
Contributors: kmbzn, Claude Sonnet 4.6

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