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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.
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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:
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WorldViz PPT |
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Polhemus Patriot, Liberty, Fastrak, MinuteMan
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InterSense InertiaCube2/3, IS-600, IS-900, IS-1200
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Ascension Flock of Birds, MotionStar
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MotionAnalysis EvaRT
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Xsens MT, Moven Studio |
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PhaseSpace IMPULSE
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Vicon
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MotionNode |
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Northern Digital Optotrak |
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VRPN trackers |
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VRCO trackd
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Display devices:
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nVis nVisor HMDs, Virtual Binoculars
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Sensics piSight
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Fakespace Labs Wide5
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Virtual Research VR1280
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A.C.T. Kern 3D display
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eMagin Z800 3DVisor
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Vuzix VR920 HMD
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SEOS HMD 120/40
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5DT HMD 800, Virtual Binoculars
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Immersive Display Solutions dome displays |
Other input devices:
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SensAble PHANTOM OMNI and other OpenHaptics supported haptic devices |
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5DT Data Glove
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Immersion CyberGlove
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3Dconnexion SpaceBall, SpaceNavigator |
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Cedrus response pads
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Arrington Research ViewPoint EyeTracker |
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AuSIM 3D sound system |
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LaserAid SpaceGrips |
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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.
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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°£ ³ìȰ¡ °¡´ÉÇϸç, ȸé 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.
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