Features

Vizard ´Â °¡»óÇö½Ç, °úÇÐÀû ¿ø¸®¿¡ ´ëÇÑ ½Ã°¢È­, °ÔÀÓ, ºñÇà ½Ã¹Ä·¹À̼ǰú °°Àº ±×·¡ÇÈÀûÀ¸·Î ¼öÁØÀÌ ¸Å¿ì ¶Ù¾î³­ ¾îÇø®ÄÉÀÌ¼Ç °³¹ßÀ» À§ÇÑ, ÇÏÀÌ ·¹º§ÀÇ ±×·¡ÇȽº ÀúÀÛµµ±¸ÀÌ´Ù.

OpenGL, DirectX ¸ÖƼ¹Ìµð¾î, ÈÞ¸Õ, µð½ºÇ÷¹ÀÌ¿Í ÁÖº¯±â±â Çϵå¿þ¾î ÀÎÅÍÆäÀ̽º, ¿ì¼öÇÑ ³×Æ®¿öÅ· µî ÀÇ ¿ÀºêÁ§Æ® ÁöÇâÀÇ ¸ðµç °ÍÀ» Áö¿øÇÔÀ¸·Î¼­, Áö·çÇÑ ·Î¿ì ·¹º§ÀÇ ÇÁ·Î±×·¡¹Ö ÀÛ¾÷À¸·ÎºÎÅÍ ¹þ¾î³ª, ¸Å¿ì ¿ì¼öÇÑ ÀÎÅÍ·¢¼Ç ÄÜÅÙÃ÷ Á¦ÀÛ¿¡ º¸´Ù ´õ ÁýÁßÇÒ ¼ö ÀÖ´Ù.

¶ÇÇÑ, VizardÀÇ abstraction layer¸¦ ¸¸µé¾î ÃàÀûÇÔÀ¸·Î¼­, ÇâÈÄ ´Ù¾çÇÑ ÇÁ·ÎÁ§Æ®¿¡ ±âº»ÀûÀÎ ¿ä¼Ò·Î¼­ ¹Ù·Î ¹Ù·Î Ȱ¿ëÇÒ ¼ö ÀÖ´Ù.

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°³¹ßÀÚ°¡ Vizard¸¦ »ç¿ëÇÏ´Â °¡Àå Áß¿äÇÑ ÀÌÀ¯
¶Ù¾î³­ ¼º´É VizardÀÇ ·»´õ¸µ ÄھƴÂ, °¡Àå ÃÖ±Ù ¹öÀüÀÇ OpenGLÀ» »ç¿ëÇÏ¿©, C/C++·Î °³¹ßµÈ ÃÖ°í ¼öÁØÀÇ ±×·¡ÇȽº ¿£ÁøÀ̸ç, Vizards°¡ ÇÁ·ÎÁ§Æ®¸¦ ·»´õ¸µ ÄھƸ¦ È¿À²ÀûÀ¸·Î °ü¸®ÇÏ´Â LAXMI (Vizard byte code abstraction layer)·Î ÀÚµ¿ Àüȯ½ÃŰ¹Ç·Î, °³¹ßÀÚ´Â PythonÀ¸·Î °³¹ßÀ» ½ÃÀÛÇÏ¸é µÈ´Ù. ±×·¡ÇȽº ¼º´ÉÀº, ÅØ½ºÃÄ¿Í ÀçÁú°ú °°Àº ¼ºÁúÀÇ »óÅ ºÐ·ù¿Í ½Ã¾ß ¹üÀ§ ³»¿¡¼­ ¸¸ ·»´õ¸µÇÏ´Â Äøµ ±â¹ýÀ» ÅëÇÏ¿©, ±Ø´ëÈ­ µÈ´Ù. GPU°¡ ºü¸£¸é ºü¸¦¼ö·Ï, LAXMI°¡ ¾îÇø®ÄÉÀ̼ÇÀÌ ±×·¡ÇȽº ÆÄÀÌÇÁ¶óÀÎ ±¸Á¶¿¡ À־ ÀåÁ¡À» ÃæºÐÈ÷ ÀÌ¿ëÇϵµ·Ï ¿ªÇÒÀ» ÇÑ´Ù. °£°áÇÔ Vizard´Â ÅëÇÕµÈ °³¹ß ȯ°æ(IDE)À̸ç, ÆÄÀ̽ã(Python) ÇÁ·Î±×·¡¹Ö ¾ð¾î¿Í ¾ÆÁÖ Àß Á¶È­µÇ´Â ÇÏÀÌ ·¹º§ÀÇ ±×·¡ÇȽº ¶óÀ̺귯¸®ÀÌ´Ù. IDE´Â µðÁöÅÐ ÀÚ¿øÀ» °ü¸®ÇÏ´Â ÀÏÀ» ´Ü¼øÈ­ ½Ã۸ç, ½Ç½Ã°£À¸·Î º¸¸é¼­ ½Ã¹Ä·¹ÀÌ¼Ç ºÎºÐÀ» Á¶Á¤ °¡´ÉÇϵµ·Ï Çϸç, ÀÛ¼ºµÈ ½ºÅ©¸³Æ®ÀÇ µð¹ö±× ÀÛ¾÷À» À§ÇÑ Á¤±³ÇÑ µµ±¸¸¦ Á¦°øÇÑ´Ù. ±×·¯³ª °¡Àå Áß¿äÇÑ ÀåÁ¡Àº, ¼öõ ÁÙÀÇ OpenGL ÄÚµå·Î 󸮵Ǵ ¸Å¿ì º¹ÀâÇÑ ±×·¡ÇȽº ¹× Çϵå¿þ¾î ÀÎÅÍÆäÀ̽º ¹®Á¦ µéÀ», ´Ü ¸î ÁÙÀÇ Vizard Python ½ºÅ©¸³Æ® ÄÚµå·Î ÇØ°áµÈ´Ù´Â °ÍÀÌ´Ù. Ä¿¹Â´ÏƼ Vizard´Â 10³â ÀÌ»ó µ¿¾È ´Ù¾çÇÑ ºÐ¾ßÀÇ °¡»óÇö½Ç ¹× °úÇÐÀû ½Ã°¢È­ °ü·Ã °³¹ßÀÚ¿¡ ÀÇÇØ¼­ »ç¿ë µÇ¾úÀ¸¸ç,ÀÌ´Â ¿©·¯ºÐÀÌ Ç³ºÎÇÏ°í ¶Ù¾î³­ VizardÀÇ Æ¯Â¡À» ½Å·ÚÇÒ ¼ö ÀÖ´Ù´Â °ÍÀ» ÀǹÌÇϸç, °¡»óÇö½Ç °³¹ßÀÚ Ä¿¹Â´ÏƼ¿¡¼­ ½Ç½Ã°£À¸·Î ¹®Á¦ ÇØ°á¿¡ ÀÀÇÒ¼ö ÀÖÀ¸¸ç, µµ¿òÀÌ ÇÊ¿ä·Î ÇÒ¶§ ÀÌ Ä¿¹Â´ÏƼ¿¡¼­ ½±°Ô ÇØ°á °¡´ÉÇϸç, Vizard¸¦ Àå±â°£ÀÇ °³¹ß Ç÷§ÆûÀ¸·Î ÅõÀÚÇÏ´Â °ÍÀ» È®½ÅÇÒ ¼ö ÀÖÀ» °ÍÀÌ´Ù.
Detailed Features
Vizard´Â ÇÁ·Î±×·¡¹Ö ·ÎÁ÷À» À§ÇÑ ÇÙ½É ¸Åü·Î¼­ °´Ã¼ ÁöÇâÀÇ °­·ÂÇÑ Python 2.4 ¾ð¾î¸¦ »ç¿ëÇÑ´Ù. ÃÖ½ÅÀÇ °´Ã¼ÁöÇâ ¾ð¾î¸¦ »ç¿ëÇÏ´Â »ç¿ëÀÚµéÀÇ ±Ô¸ð ¹× ÁúÀûÀÎ ¼ºÀåÀÇ ¹è°æÇÏ¿¡¼­, ÇÁ·Î±×·¡¹Ö¿¡ ´ëÇÑ ÅõÀÚ´Â È®½ÇÇÏ´Ù. ÇöÀçÀÇ ¶óÀ̺귯¸®¸¦ Ȱ¿ëÇÏ¿© ¼ö¹é°³ÀÇ ´Ù¾çÇÑ Àü¹® °úÁ¦µéÀ» ¼öÇàÇÒ ¼ö ÀÖ´Ù.

OpenSceneGraph´Â ³»ºÎÀÇ scene graph ±¸Á¶¸¦ ´ç½ÅÀÇ ÇÁ·ÎÁ§Æ®¿¡ Á¦°øÇÔÀ¸·Î¼­, ³í¸®Àû ±¸Á¶ÀÇ ÇÁ·Î±×·¡¹Ö Æí¸®¼º ¹× ¼º°ú¸¦ ¾òÀ» ¼ö ÀÖ´Ù. OpenSceneGraph´Â °³¹æµÈ ¾ÆÅ°ÅØÃÄÀ̹ǷÎ, °³¹ßÀÚ Çʿ信 µû¶ó È®Àå ¸ðµâÀ» ¸¸µé¾î Vizard¿¡ Ãß°¡ Ȱ¿ëÇÒ ¼ö ÀÖ´Ù

Extensive 3D model formats: .wrl (VRML2/97), .flt (Open Flight), .3ds (3D Studio Max), .txp (multi-threaded TerraPage loader), .geo (Carbon Graphics), .bsp (Quake3 world layers), .md2 (Quake animation models), .ac (AC3D),.obj (Alias Wavefront), .lwo/lw (Light Wave), .pfb (Performer), the OSG's native .osg/.ive format, DirectX .x format, and .3dc point cloud.

Character (human biped) formats: 3D Max Character Studio (via 3rd party exporter) and Cal3D .cfg files.

Raster image formats include: .rgb/.rgba, .dds, .tga, .gif, .bmp, .tif, .jpg, .pic, .pnm/.pgm/.pbm ¹× .png, jp2(jpeg2000)¸¦ Æ÷ÇÔÇϸç,.dds Æ÷¸ËÀ¸·Î Á¦°øµÇ´Â ¾ÐÃàµÈ ¹Ó¸Ê À̹ÌÁö Áö¿ø.

Audio modes: mono, stereo, 3D°¡ ¸ðµÎ °¡´ÉÇϸç, .wav, .mp3, .au., .wma, .mid ¹× DirectShow¸¦ Áö¿øÇÏ´Â ÆÄÀÏÆ÷¸ËÀ» Áö¿øÇÑ´Ù.

Video textures: ¸ðµç DirectShow ȣȯ ºñµð¿À Æ÷¸ËÀº ÅØ½ºÃķμ­ »ç¿ëµÇ¾îÁú ¼ö ÀÖÀ¸¸ç, .avi, .mpg, .wmv, animated GIFs µî À» Æ÷ÇÔÇϸç, ÇÁ·¹ÀÓ º°·Î ÄÜÆ®·ÑÇÏ´Â ºñµð¿ÀÀÇ ÀԷµµ °¡´ÉÇϸç, ¾ËÆÄ ä³ÎÀ» °®°í ÀÖ´Â ºñµð¿Àµµ Áö¿øµÈ´Ù.

OpenGL Shading Language: built-inµÈ GLSLÀÇ Áö¿øÀ¸·Î, ¿ªµ¿ÀûÀ¸·Î ±×¸²ÀÚ¸¦ »ý¼ºÇÒ ¼ö ÀÖÀ¸¸ç, ½ÇÇàÁß¿¡ ÇüŸ¦ º¯°æ °¡´ÉÇÏ´Ù.

Clustered simulations: ¿©·¯´ëÀÇ ÄÄÇ»ÅÍ¿¡ °ÉÃÄ ½Ã¹Ä·¹À̼ÇÀ» ·»´õ¸µÇÒ ¼ö ÀÖÀ¸¸ç, Ŭ·¯½ºÅÍÀÇ µ¿±â´Â Vizard¿¡ ÀÇÇØ¼­ ÀÚµ¿À¸·Î ¸ÂÃçÁö¸ç, ¶ÇÇÑ, ´ÙÁß µð½ºÇ÷¹ÀÌ(¿¹, CAVE)¸¦ Áö¿øÇÏ´Â ÇÏÀÌ-·¹º§ÀÇ ¸ðµâµµ Æ÷ÇԵǾî ÀÖ´Ù.

Publish to executable: Vizard´Â ÀÚ½ÅÀÇ ½ºÅ©¸³Æ®¸¦ ÀÚµ¿À¸·Î ÄÄÆÄÀÏÇÏ¿© µ¶¸³ÀûÀ¸·Î ½ÇÇà½Ãų ¼ö ÀÖÀ¸¸ç, ´Ù¸¥ ÄÄÇ»ÅÍ¿¡¼­ Vizard ÀúÀÛ±Ç »ç¿ë·á ¾øÀÌ »ç¿ë °¡´ÉÇÏ´Ù.

Stereo rendering Vizard´Â ´Ù¾çÇÑ ÀÔü ¿µ»ó µð½ºÇ÷¹À̰¡ °¡´ÉÇÏ´Ù. horizontal/vertical split-screen, quad buffering (for shutter glasses), line-interlaced, and anaglyphic.

Motion capture: Vizard´Â »ê¾÷ Ç¥ÁØ ¼Ö·ç¼ÇÀÎ Autodesk MotionBuilder™¸¦ Áö¿øÇÔÀ¸·Î¼­, ½ÇÀç ¾×ÅÍÀÇ ¿òÁ÷ÀÓ µ¥ÀÌÅ͸¦°¡»ó Àι°ÀÇ ¿¡´Ï¸ÞÀ̼ÇÀ¸·Î ½Ç½Ã°£ 󸮰¡ °¡´ÉÇÏ´Ù.

Web/Video camera plug-in: ¿¬¼ÓÀûÀÎ ¶óÀÌºê ºñµð¿À°¡ ½Ç½Ã°£À¸·Î ÅØ½ºÃÄ·Î »ç¿ëµÉ ¼ö ÀÖÀ¸¸ç, 󸮴 ºñµð¿À µ¥ÀÌÅÍ »ó¿¡¼­ ÀÌ·ç¾îÁö¸ç, ÀÎÀ§ÀûÀ¸·Î Áö¿¬ ó¸®µÉ ¼ö ÀÖ´Ù. ¸ðµç Ç¥ÁØ À¥Ä«¸Þ¶ó°¡ Áö¿øµÈ´Ù.

Augmented Reality: ARToolKit Professional ¶óÀ̺귯¸®¸¦ »ç¿ëÇÏ´Â À̹ÌÁö ±â¹ÝÀÇ Æ®·¡Å·À» Áö¿øÇÑ´Ù. Vizard´Â »ê¾÷ Ç¥ÁØÀÇ Áõ°­Çö½Ç API¸¦ À§ÇÑ ÇÏÀÌ·¹º§ ÀÎÅÍÆäÀ̽º¸¦ Á¦°øÇÑ´Ù.

Real-time Physics: ½Ç½Ã°£ÀÇ ¹°¸®ÇÐÀûÀÎ Ãæµ¹ ¹× µ¿¿ªÇÐÀûÀΠǥÇöÀÌ °¡´ÉÇϸç, joints, springs ¹× motors¸¦ Æ÷ÇÔÇϰí ÀÖ´Ù.

Visual user interface ¾î¶² ÇÁ·Î±×·¡¹Ö ÀÛ¾÷ ¾øÀ̵µ 2D(HUD style UI elements such as text, push buttons and slider bars) ¹× 3D ÄÜÅÙÃ÷ »ý¼ºÀÌ °¡´ÉÇÏ´Ù.

Ç¥ÁØ °¡»óÇö½Ç µð¹ÙÀ̽º´Â °ÅÀÇ ¸ðµÎ Áö¿ø , À§Ä¡/¸ð¼Ç Æ®·¡Ä¿, 3D µð½ºÇ÷¹ÀÌ, HMD ¹× ±âŸ VR ÁÖº¯±â±â Áö¿ø.

Tracking devices:

WorldViz PPT
Polhemus Patriot, Liberty, Fastrak, MinuteMan
InterSense InertiaCube2/3, IS-600, IS-900, IS-1200
Ascension Flock of Birds, MotionStar
MotionAnalysis EvaRT
Xsens MT, Moven Studio
PhaseSpace IMPULSE
Vicon
MotionNode
Northern Digital Optotrak
VRPN trackers
VRCO trackd

Display devices:

nVis nVisor HMDs, Virtual Binoculars
Sensics piSight
Fakespace Labs Wide5
Virtual Research VR1280
A.C.T. Kern 3D display
eMagin Z800 3DVisor
Vuzix VR920 HMD
SEOS HMD 120/40
5DT HMD 800, Virtual Binoculars
Immersive Display Solutions dome displays

Other input devices:

SensAble PHANTOM OMNI and other OpenHaptics supported haptic devices
5DT Data Glove
Immersion CyberGlove
3Dconnexion SpaceBall, SpaceNavigator
Cedrus response pads
Arrington Research ViewPoint EyeTracker
AuSIM 3D sound system
LaserAid SpaceGrips
Any DirectX compatible joystick

Built-in support for sophisticated character animation, Walk/Run Generators, Motion Blending, Arbitrary Prop Attaching, Full Deformable Mesh Transformations ¹× LOD ±â´ÉÀ» Æ÷ÇÔÇϰí ÀÖÀ¸¸ç, °ÔÀÓ ÇüÅÂÀÇ µîÀåÀι° º¸´Ùµµ ¾ÆÁÖ ¼öÁØ ³ôÀº ¾Æ¹ÙŸ¸¦ Æ÷ÇÔÇϰí ÀÖÀ¸¸ç, 100¸í ÀÌ»óÀÇ ¾Æ¹ÙŸ°¡ Á¤»óÀûÀÎ ÇÁ·¹ÀÓ ¼Óµµ·Î µ¿½Ã¿¡ ¿òÁ÷À̱⿡ ÃæºÐÇÏ´Ù.

Sophisticated matrix operators transform objects (vertices or textures coordinates), viewpoints, tracker coordinates, ¶Ç´Â arbitrary data¿¡ »ç¿ëµÇ´Â a single line of matrix math¸¦ ¾µ ÇÊ¿ä¾øÀÌ homogenous coordinates¿¡¼­ ¹Ù·Î ÀÛµ¿µÇ´Â Sophisticated matrix operators¸¦ ÀÌ¿ëÇÒ ¼ö ÀÖ´Ù.

Keyframe animations: ½Ã¹Ä·¹ÀÌ¼Ç ½ÇÇàÁß¿¡ keyframed animation paths¸¦ »ý¼º °¡´ÉÇÏ°Ô ÇÑ´Ù.

Dynamic lighting: 8°³ ±îÁö ºûÀÇ Àû¿ëÀ» °¡´ÉÇÏ°Ô ÇÑ´Ù. ÇüÅ : Spot, Omni ¹× Linear.

Multi-pass rendering: Textures, Pbuffer ¹× OpenGL Frame Buffer Objects(FBO)¿¡ ´ëÇÑ µ¿¿ªÇÐÀû ¸ÖƼ-ÆÐ½º ·»´õ¸µÀ» Áö¿øÇÑ´Ù. ÀÌ´Â ¹Ý»ç, ±¼Àý, ±×¸²ÀÚ µî°ú °°Àº °í±Þ ±â¼úÀÇ Àû¿ëÀ» °¡´ÉÇÏ°Ô ÇÑ´Ù.

Full collision detection capabilities scene graph »ó¿¡ ½ÃÁ¡ »çÀÌ ¶Ç´Â ¾î¶² ³ëµå »çÀÌ, ¶Ç´Â ¾î¶² ÀÓÀÇÀÇ µÎ ¸Þ½¬ ³ëµå »çÀÌ¿¡¼­, Á¤È®È÷ Ãæµ¹À» °¨Áö(collision detection)ÇÒ ¼ö ÀÖ´Ù.

Extensive support for 2D text, TrueType ÆùÆ®, Unicode ÅØ½ºÆ® ¹× ÀÚ½ÅÀÇ ÅØ½ºÆ®¸¦ È®½ÇÇÏ°Ô Á¤·Ä½ÃŰ´Â ±â¼úµéÀ» Æ÷°ýÀûÀ¸·Î Áö¿øÇÑ´Ù.

Embed HTML pages right in your graphics window for instant display of text and graphics.

OpenGL fog: ¼±Çü ¹× Áö¼ö ¾È°³¸¦ Áö¿øÇÑ´Ù.

Reaction timing: Űº¸µå, ¸¶¿ì½º ¹× Cedrus ÀÔ·Â µð¹ÙÀ̽º¸¦ »ç¿ëÇϱâ À§ÇÑ Á¤È®ÇÑ »ç¿ëÀÚ ¹ÝÀÀ ŸÀ̹ÖÀ» Áö¿øÇÑ´Ù.

On-The-Fly geometry: ÀÚ½ÅÀÌ Â§ ½ºÅ©¸³Æ® ³»¿¡¼­ ¸ðµç OpenGLÀÇ ¿ø½ÃÀû ¿ä¼Ò(Á¡, ¼±, »ï°¢Çü µî)¸¦ »ý¼ºÇÏ°í ¼öÁ¤ÇÑ´Ù. ÀÌ´Â ½Ç½Ã°£ÀÇ procedural geometry¸¦ °¡´ÉÇÏ°Ô ÇÑ´Ù.

vizact module: ¿¡´Ï¸ÞÀÌ¼Ç ¿ÀºêÁ§Æ® ¹× ¾Æ¹ÙŸÀÇ ¿òÁ÷ÀÓ¿¡ ´ëÇÑ ´Ù¼öÀÇ ÇÁ·Î±×·¥ ¹× ½ºÅ©¸³Æ®¸¦ Æ÷ÇÔÇÑ´Ù.

vizmat module: ´Ù¼öÀÇ °í±Þ Çà·Ä º¯È¯ ÀÛ¾÷ ¹× ´Ù¾çÇÑ 3D ¼öÇÐÀû ÇÔ¼ö¸¦ Æ÷ÇÔÇÑ´Ù.

viznet module: ³×Æ®¿÷ ±â¹ÝÀÇ ¼­¹ö/Å©¶óÀÌ¾ðÆ® ½Ã¹Ä·¹À̼ÇÀ» À§ÇÑ ÇÏÀÌ-·¹º§ ÀÎÅÍÆäÀ̽º.

viztask module: A high-level interface for scheduling microthreaded tasks, through Python's built-in generator syntax. This allows easily scripting complicated sequences through reliable, readable code.

vizcam module: ºôÆ®-ÀÎ Ä«¸Þ¶ó ÄÜÆ®·Ñ·¯ ´ë½Å¿¡ »ç¿ëµÉ ¼ö ÀÖ´Â ´Ù¼öÀÇ º¸Åë Ä«¸Þ¶ó ÄÜÆ®·Ñ·¯µéÀ» Æ÷ÇÔÇÑ´Ù.

hand module: CyberGlove ¶Ç´Â 5DT DataGlove¸¦ Vizard¿¡ Æ÷ÇÔµÈ 3D ¼Õ ¸ðµ¨°ú Áö¿øµÇµµ·Ï ÇÑ´Ù.

vizmic module: ¸¶ÀÌÅ©·Î ºÎÅÍ À½¼ºÀ» ³ìÀ½Çϴµ¥ Áö¿øµÈ´Ù. ¶ÇÇÑ, ¾Æ¹ÙŸ°¡ ½Ç½Ã°£À¸·Î ¸»À» ÇÒ ¼ö ÀÖµµ·Ï ¸ð´ÏÅÍ À½¼º Á¤µµ·Î »ç¿ëÀÚ°¡ ¸¶ÀÌÅ©¸¦ »ç¿ëÇÏ´Â °ÍÀ» Áö¿øÇÑ´Ù.

RGB-Z texture maps »ç¿ëÀÚ°¡ Á¤ÀÇÇÑ CG¸¦ °¡¸±¼ö ÆÄ³ë¶ó¸¶ ¹è°æ(cube maps Æ÷ÇÔ)À» À§ÇØ »ç¿ëÇÑ´Ù. ¿¹·Î, ÀÌ ±â¼úÀº »çÁø ÆÄ³ë¶ó¸¶ ¹è°æ¿¡¼­ ¾Æ¹ÙŸ°¡ ³ª¹«µé µÚ¿¡¼­ °É¾î ´Ù´Ï´Â È¿°ú¸¦ ³»±â À§ÇØ »ç¿ëÇÑ´Ù.

OpenGL non-power-of-two textures: With OpenGL 2.0, Vizard supports having textures with non-power-of-two dimensions.

Polygon offset feature ÁßøµÇ¾î ¹Ø¿¡ ³õÀÎ Áö¿À¸ÞÆ®¸® Æú¸®°ï ·»´õ¸µ¿¡ »ç¿ëµÇ¸ç, ÀÌ ±â´ÉÀº z-buffer Ãæµ¹ ¹æÁö¿¡ µµ¿òÀÌ µÈ´Ù.

Input Devices: ¸¶¿ì½º, Űº¸µå ¹× ´Ù¼öÀÇ ÄÉÀÓÆÐµå/Á¶À̽ºÆ½/ÈÙ µî Direct ȣȯ ÀÔ·Â µðºñÀ̽º¸¦ Áö¿øÇÑ´Ù.

Screen capture: ºñ¾ÐÃàµÈ ºñµð¿À·Î ½Ç½Ã°£ ³ìÈ­°¡ °¡´ÉÇϸç, È­¸é À̹ÌÁö ĸÃÄ ¹× ¸ð´ÏÅÍ Å©±â º¸´Ù Å« À̹ÌÁöµµ ĸÃÄ °¡´ÉÇÏ´Ù.

Plug-in architecture »ç¿ëÀÚ°¡ ¸¸µç Ư¼öÈ¿°ú, ³ëµå, ÅØ½ºÃÄ ¹× Çϵå¿þ¾î µð¹ÙÀ̽º¸¦ Ãß°¡ÇÒ ¼ö ÀÖÀ¸¸ç, Vizard´Â toon shader, skybox, real-time infinite terrain generator ¹× texture projector¿Í °°Àº ´Ù¾çÇÑ Ç÷¯±×-ÀÎÀ» Æ÷ÇÔÇϰí ÀÖ´Ù. ¹«·á·Î Á¦°øÇÏ´Â SDK¸¦ ÀÌ¿ëÇÏ¿© »ç¿ëÀÚ ÀÚ½ÅÀÇ Ç÷¯±×-ÀÎÀ» °³¹ßÇÒ ¼ö ÀÖ´Ù.

Multi-user network support via UDP ¾î¶°ÇÑ Vizard ³×Æ®¿öÅ© ¾îÇø®ÄÉÀ̼ÇÀÌ¶óµµ ¾ÆÁÖ ½±°Ô 󸮰¡ °¡´ÉÇÏ´Ù.

Multiple monitor/viewports configurations 16:9ÀÇ È­»óºñ ¶Ç´Â ´Ù¾çÇÑ ÇüÅÂÀÇ »ç¿ëÀÚ Á¤Àǰ¡ °¡´ÉÇÏ´Ù.

System Requirements
Çϵå¿þ¾î ¿ä±¸ »ç¾ç Pentium III 500MHz or greater
128 MB RAM minimum
85 MB free hard disk space
OpenGL hardware accelerated graphics card (e.g., nVidia)
¼±Åà Çϵå¿þ¾î »çÇ× USB gamepad or joystick devices
Serial port to interface to supported tracking hardware
DirectSound hardware accelerated sound card for 3D sound
Microphone to use VoiceKey or Speech Recognition services
OS ȯ°æ Windows 2000 (minimum Service Pack 3), DirectX 8
Windows XP
Windows Vista