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      <managingEditor>fjvbn2003@gmail.com (Youngju Kim)</managingEditor>
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    <title>The 3D Pipeline — Real-Time Games vs. Offline Film</title>
    <link>https://www.youngju.dev/blog/culture/2026-06-27-3d-pipeline-realtime-vs-offline.en</link>
    <description>This guide surveys the entire 3D asset pipeline from modeling to rendering. It organizes how the real-time rendering of game engines differs from the offline render farms of film, optimization concepts like LOD, poly budgets, and draw calls, exchange formats such as glTF and USD, and collaboration practices, with diagrams and comparison tables.</description>
    <pubDate>Sat, 27 Jun 2026 00:00:00 GMT</pubDate>
    <author>fjvbn2003@gmail.com (Youngju Kim)</author>
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    <guid>https://www.youngju.dev/blog/culture/2026-06-27-3d-pipeline-realtime-vs-offline.ja</guid>
    <title>3Dパイプライン — ゲームのリアルタイムと映像のオフラインの違い</title>
    <link>https://www.youngju.dev/blog/culture/2026-06-27-3d-pipeline-realtime-vs-offline.ja</link>
    <description>モデリングからレンダーまで続く3D資産パイプライン全体を見渡します。ゲームエンジンのリアルタイムレンダーと映画のオフラインレンダーファームがどう異なるか、LODやポリゴン予算、ドローコールといった最適化の概念、glTFやUSDのような交換フォーマット、そして協業の方法を図と比較表で整理します。</description>
    <pubDate>Sat, 27 Jun 2026 00:00:00 GMT</pubDate>
    <author>fjvbn2003@gmail.com (Youngju Kim)</author>
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    <guid>https://www.youngju.dev/blog/culture/2026-06-27-3d-pipeline-realtime-vs-offline</guid>
    <title>3D 파이프라인 — 게임 실시간과 영상 오프라인의 차이</title>
    <link>https://www.youngju.dev/blog/culture/2026-06-27-3d-pipeline-realtime-vs-offline</link>
    <description>모델링부터 렌더까지 이어지는 3D 자산 파이프라인 전체를 조망합니다. 게임 엔진의 실시간 렌더와 영화의 오프라인 렌더팜이 어떻게 다른지, LOD와 폴리 예산, 드로콜 같은 최적화 개념, glTF와 USD 같은 교환 포맷, 그리고 협업 방식을 다이어그램과 비교표로 정리합니다.</description>
    <pubDate>Sat, 27 Jun 2026 00:00:00 GMT</pubDate>
    <author>fjvbn2003@gmail.com (Youngju Kim)</author>
    <category>3d-pipeline</category><category>real-time</category><category>offline-rendering</category><category>game-engine</category><category>gltf</category><category>optimization</category>
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