3次元¶ 仕様決め Viewport UV World Space 三角形の表 Constant Buffer Orbit Camera Depth Test SceneGraph ConstantBuffer World(VS|GS) Draw(PS) TinyGizmo 仕組み Translation Rotation Scale glTF KHR_draco_mesh_compression KHR_texture_basisu Shading Phong reflection model: ADS(Ambient Diffuse Specular) VertexADS(Ambient, Diffuse, Specular) PixelADS(Ambient, Diffuse, Specular) Tangent Space Lighting tangent vs ps NormalMap を作る方法 Physically Based Rendering Diffuse 正規化Lambert Albedo Specular: 鏡面反射モデル