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Àü¼Û 2006-02-09 02:00
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SM3.0°ú HDR·Î ´õ¿í È­·ÁÇØÁ³´Ù!!, FuturMark 3DMARK06

1. óÀ½ 2. 3DMARK06ÀÇ ÇÙ½É, °³¼±°ú »õ·Î¿ò
3. Shader Model 2.0 ±×·¡ÇÈ Å×½ºÆ® 1 & 2 4. SM 3.0 & HDR ±×·¡ÇÈ Å×½ºÆ® 1 & 2 ±×¸®°í CPU Å×½ºÆ®
5. Feature Tests¿Í ³ª¸ÓÁö ºÎºÐµé 6. Å×½ºÆ® »ç¾ç ¹× Perlin Noise (SM3.0) Å×½ºÆ® °á°ú
7. 1280 & 1600ÀÇ Á¾ÇÕ Å×½ºÆ® °á°ú 8. Radeon X1900°ú ¿î¸íÀ» °°ÀÌÇÑ´Ù? / Low One! À̺¥Æ®

     4. SM 3.0 & HDR ±×·¡ÇÈ Å×½ºÆ® 1 & 2 ±×¸®°í CPU Å×½ºÆ®


HDR/SM3.0 ±×·¡ÇÈ Å×½ºÆ® 1 : Canyon Flight

Canyon Flightµµ ÀÌÀü ÆäÀÌÁö¿¡¼­ ¾Ë¾Æº» µÎ°¡Áö Å×½ºÆ®Ã³·³ 3DMARK05ÀÇ Å×½ºÆ® Ç׸ñ¿¡ ÀÌ¹Ì Á¸ÀçÇß´ø 3D µ¥¸ðÀÌÁö¸¸ ±âÁ¸ ÆäÀÌÁöÀÇ µÎ°¡Áö Å×½ºÆ®¿Í ´Þ¸® HDR ·£´õ¸µÀÇ Àû¿ë°ú Shader Model 3.0 ±×¸®°í »õ·Î¿î ±×¸²ÀÚ Ã³¸® ±â¼ú°ú ±×¸²ÀÚ ÇÊÅ͸µ ±â¼úÀÌ Àû¿ëµÈ Å×½ºÆ® µ¥¸ðÀÌ´Ù.

FutureMark´Â ÀÌ Å×½ºÆ®´Â HDR ·£´õ¸µ°ú º¹ÀâÇÑ Shader Model 3.0 ±Ô°ÝÀÇ Shader ¿¬»ê ±×¸®°í ºÎµå·´°í »ç½ÇÀûÀÎ ±×¸²ÀÚ Ã³¸®°¡ Àû¿ëµÈ »ó´çÈ÷ Å« ±Ô¸ðÀÇ ½Ç¿Ü Àå¸éÀ» Ç¥ÇöÇÏ´Â ¿¹Á¦¶ó°í ¼³¸íÇÏ°í ÀÖ´Ù. À̹ø µ¥¸ð Ç׸ñ¿¡´Â Å« Çù°îÀÇ º®ÀÌ ¹°¿¡ ºñÃçÁö´Â »ó´çÈ÷ Å« ±Ô¸ðÀÇ º¹ÀâÇÑ Ç¥ÇöÀÌ »ç¿ëµÇ¾úÀ¸¸ç »ç½ÇÀûÀÎ È­¸éÀ» ¸¸µé¾î³»±â À§ÇØ HDR ·£´õ¸µÀÌ ¾ó¸¶³ª È¿°úÀûÀΰ¡¸¦ º¸¿©ÁÖ°Ô ¸¸µé¾îÁ³´Ù°í ÇÑ´Ù.

HDR ·£´õ¸µÀÇ Àû¿ë¿¡ µû¶ó ¹°ÀÇ Ç¥¸é¿¡µµ ±×¿¡ µû¸¥ ¹Ý»ç¸¦ »ç½ÇÀûÀ¸·Î Ç¥ÇöÇÏ¿´À¸¸ç 3DMARK05¿¡µµ »ç¿ëµÈ atmospheric light scattering algorithmÀ» ´õ¿í º¹ÀâÇÏ°í °³¼±µÈ ¹æ½ÄÀ» »ç¿ëÇÏ¿´´Ù°í ÇÑ´Ù.

À̹ø µ¥¸ð¿¡ Ç¥ÇöµÈ ºñÇ༱(?)°ú ¼±¿øÀº Strauss shading modelÀ» »ç¿ëÇÏ¿© ó¸®ÇÏ¿© 3DMARK05º¸´Ù ´õ »ç½ÇÀûÀ¸·Î º¸¿©Áö°Ô ¸¸µé¾úÀ¸¸ç Çù°îÀ» Ç¥ÇöÇϱâ À§ÇØ 3°³ÀÇ color maps°ú 3°³ÀÇ normal maps ±×¸®°í Lambertian diffuse shadingÀ» »ç¿ëÇÏ¿´´Ù°í ÇÑ´Ù.

Çù°îÀÇ °­¹°Àº 3DMARK05¿¡µµ »ç¿ëÇÑ Shader¸¦ »ç¿ëÇÏ¿´Áö¸¸ HDR ·£´õ¸µÀ» ÅëÇØ Ç¥ÇöÇÑ ºÎºÐÀ» ó¸®Çϱâ À§ÇØ HDR ·£´õ¸µÀ» ÅëÇÑ ¹Ý»ç¿Í ±¼ÀýÀ» Ç¥Çö½ÃÄ×´Ù°í ÇÑ´Ù. ±¤¿øÀº 햋ºµÀÌ Â¸Â¸ÇÑ ³¯À» Ç¥ÇöÇÑ °ÍÀ̱⿡ žçÀ̶ó´Â ±¤¿ø ÇÑ °³¸¸À» »ç¿ëÇÏ¿´À¸³ª Çù°îÀÇ ¹«¼öÇÑ ±¼°î ¶§¹®¿¡ »ç½ÇÀûÀÎ ±×¸²ÀÚ󸮵µ ÇÊ¿äÇÏ°Ô ¸¸µé¾îÁ³´Ù

 

HDR/SM3.0 ±×·¡ÇÈ Å×½ºÆ® 1 : Deep Freeze

Deep Freeze´Â 3DMARK06ÀÇ ±×·¡ÇÈ Å×½ºÆ® Ç׸ñÁß À¯ÀÏÇÏ°Ô ±âÁ¸ 3DMARK05¿¡ ¾ø´ø ÀüÇô »õ·Î¿î µ¥¸ð·Î ÀÌ·ç¾îÁø Å×½ºÆ® Ç׸ñÀÌ´Ù. FutureMarkt»çÀÇ ¼³¸í¿¡ µû¸£¸é ³²±ØÀÇ ¿¬±¸ ±âÁö¸¦ Ç¥ÇöÇÑ À̹ø µ¥¸ð´Â ±âÁö¿¡¼­ ¹ß»ýÇÒ »ç°ÇÀ» ÅëÇØ ÀüÇØÁú °øÆ÷½º·¯¿î ºÐÀ§±â¸¦ ¿µÈ­¿Í °°ÀÌ Ç¥ÇöÇÏ¿´´Ù°í ÇÑ´Ù.

ÀÌ Å×½ºÆ®´Â HDR È¿°ú°¡ Àû¿ëµÈ ±¤¸·ÇÑ Ç³°æÀÇ ¾ÆÁÖ ÁÁÀº ¿¹Á¦·Î½á Àϸô½Ã°£¿¡ Ç¥ÇöµÇ´Â ±ä ±×¸²ÀÚ¿Í Å¾翡¼­ ºñÃçÁö´Â ºûÀÇ Ç÷¹¾î¸¦ Ç¥ÇöÇÏ°í ÀÖ´Ù°í ÇÑ´Ù. ´«ÀÇ Ç¥Çö¿¡´Â Blinn-Phong shading model°ú µÎ °³ÀÇ ³ë¸Ö ¸Ê ±×¸®°í ÇÑ °³ÀÇ Ä÷¯ ¸ÊÀÌ »ç¿ëµÇ¾ú´Ù.

±Ý¼Ó°ú ´Ù¸¥ Ç¥¸éÀÇ Ç¥Çö¿¡´Â Strauss shading modelÀ» Àû¿ëÇÏ¿© º¸´Ù »ç½ÇÀûÀ¸·Î Ç¥ÇöÇÏ°Ô ¸¸µé¾ú´Ù°í ÇÑ´Ù,

ÀÌ µ¥¸ðµµ Canyon Flightó·³ ½Ç¿Ü¸¦ Ç¥ÇöÇÑ µ¥¸ðÀÌ°í ¹ãÀÌ ¾Æ´Ñ ÀϸôÀüÀÇ »óȲÀ» Ç¥ÇöÇÑ °ÍÀ̱⿡ žçÀ̶ó´Â ÇϳªÀÇ ±¤¿øÀÌ »ç¿ëµÇ¾úÁö¸¸ µ¿ÀûÀÎ ±×¸²ÀÚ Ã³¸®°¡ ÇÊ¿äÇÏ°Ô ¸¸µé¾îÁ³´Ù°í ÇÑ´Ù.

 

CPU Å×½ºÆ® 1 & 2: Red Valley

3DMARK06ÀÇ CPU Å×½ºÆ®´Â ±âÁ¸ 3DMARK05ó·³ 640x480 Çػ󵵿¡¼­¸¸ Ç¥ÇöÇÏ°Ô ¸¸µé¾î ±×·¡ÇÈÄ«µå ¼º´É Â÷ÀÌ¿¡ µû¸¥ °á°ú Â÷À̸¦ ÃÖ¼ÒÈ­½ÃÄ×À¸¸ç ÇÁ·¹ÀÓÀ» 2fps·Î °íÁ¤½ÃÄÑ ¾î´À ½Ã½ºÅÛÀÌ´ø µ¿ÀÏÇÑ CPU ·Îµå¸¦ Àû¿ëÇÏ°Ô ¸¸µé¾ú´Ù°í ÇÑ´Ù. CPUÀÇ ¼º´É Å×½ºÆ®´Â ÃֽŠ°ÔÀÓµéÀÌ Áö¿øÇÏ´Â ¹°¸® ¿£Áø°ú Ai±×¸®°í ±âº»ÀûÀÎ °ÔÀÓ ·ÎÁ÷À» ó¸®ÇÏ°Ô ¸¸µé¾îÁ³´Ù.

³»ºÎÀÇ µ¥¸ð´Â Çù°îÀÇ ¹Ì·Î¿¡ °ñÀÎÁöÁ¡ÀÌ ÀÖ°í È£¹ö¸µ ÅÊÅ©¿Í ºü¸¥ ¼Óµµ·Î ¿òÁ÷ÀÌ´Â ¹ÙÀÌÅ©·Î ÀÌ·ç¾îÁø 87°³ÀÇ À¯´ÖÀÌ °ñÀÎÁöÁ¡À» ÇâÇØ ¿òÁ÷ÀÌ°Ô µÇ¾î ÀÖÁö¸¸ È£¹ö¸µ ÅÊÅ©´Â ¹ÙÀÌÅ©¸¦ °ÝÃß½ÃÅ°°Ô µÇ¾î ÀÖ¾î ¹ÙÀÌÅ©´Â È£¹ö¸µ ÅÊÅ©¸¦ ÇÇÇØ ¿òÁ÷¿©¾ß ÇÑ´Ù.

CPU ÅëÇØ Ã³¸®ÇÏ´Â 3°³ÀÇ ¿¬»êÁß ±×·¡ÇÈ ¿£Áø 󸮸¦ Æ÷ÇÔÇÏ°í ÀÖ´Â °ÔÀÓ ·ÎÁ÷°ú ½Ì±Û ½º·¹µå·Î ³ª¸ÓÁö µÎ °³ÀÇ ÀÛ¾÷°ú ÇÔ²² ó¸®µÇ¸ç ¹°¸® ¿£Áøµµ ´ÜÀÏ ½º·¹µå·Î ºÐ¸®ÇÏ¿© ó¸®µÇ°Ô ¸¸µé¾îÁ³´Ù

¹Ì·Î¸¦ ã¾Æ°¡´Â Ai ºÎºÐÀº ´Ù¸¥ µÎ°¡Áö ÀÛ¾÷°ú ´Þ¸® ¿©·¯°³ÀÇ ½º·¹µå·Î ¸¸µé¾î¼­ ó¸®ÇÏ°Ô µÇ¾î ÀÖÁö¸¸ ÀÌ°ÍÀº °¢ ½Ã½ºÅÛ¿¡ Àû¿ëµÈ ÇÁ·Î¼¼¼­ÀÇ ´É·Â¿¡ µû¶ó ´Þ¶óÁø´Ù°í ÇÑ´Ù.

ÀÌ Å×½ºÆ®¿¡ »ç¿ëµÈ Æнº ÆÄÀÎµå ¾Ë°í¸®ÁòÀº D* Lite (http://www.cc.gatech.edu/fac/Sven.Koenig/)ÀÌ »ç¿ëµÇ¾úÀ¸¸ç ¹°¸® ¿£ÁøÀº AGEIAÀÇ PhysX library (http://www.ageia.com)ÀÌ »ç¿ëµÇ¾ú´Ù°í ÇÑ´Ù.

À̹ø Å×½ºÆ® Ç׸ñÀÇ µÎ°¡Áö Å×½ºÆ®´Â ½Ã°¢ÀûÀ¸·Î´Â Â÷ÀÌ°¡ ¾øÀ¸³ª ¼¼ºÎÀûÀ¸·Î ¾Æ·¡¿Í °°Àº Â÷ÀÌ°¡ ÀÖ´Ù.

Test 1:
Higher path finding task complexity
Tighter AI synchronization intervals
Duration 40 frames
Fixed Frame Rate 2 frames per second
Shader Profile 2_0
Resolution 640x480

Test 2:
Lower path finding task complexity
Laxer AI synchronization intervals
Duration 60 frames
Fixed Frame Rate 2 frames per second
Shader Profile 2_0
Resolution 640x480

µÎ°¡Áö Å×½ºÆ® Ç׸ñÀÇ °¡Àå Å« Â÷ÀÌ´Â ¹°¸® ¿£Áø ó¸® ºÎºÐÀÇ ·Îµå ºÎºÐ¿¡ Àִµ¥ Test 1 ºÎºÐÀº Àüü ·Îµå Áß¿¡¼­ 8% Á¤µµ¸¸ Â÷ÁöÇÏ°Ô µÇ¾îÀÖÁö¸¸ Test 2 ºÎºÐÀº 13%Á¤µµ¸¦ Á¡À¯ÇÏ°Ô ¸¸µé¾îÁ³´Ù°í ÇÑ´Ù. Ai ºÎºÐÀº ¹°¸® ¿£Áø°ú ¹Ý´ë·Î Test 2°¡ Test 1º¸´Ù ³·°Ô Á¡À¯ÇÏ°Ô ¸¸µé¾îÁ³´Ù°í ÇÑ´Ù.

 

  Å±×(Tag)  : ǻó¸¶Å©(3dMark)
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ÀÌ¿ì¿ë ¼ö¼®±âÀÚ / ÇϾᳪ¶ó´Ô¿¡°Ô ¹®ÀÇÇϱâ guygun@bodnara.co.kr
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