Whitepapers

Company Whitepapers

 * Black Rock Studios
 * Bitsquid
 * Bungie
 * CAVE (Columbia U)
 * Crytek
 * DICE
 * Epic Games
 * Firaxis
 * Guerilla Games
 * Insomniac Games
 * Maverick
 * Naughty Dog
 * NVIDIA Developer Documentation
 * NVIDIA Research
 * Pixar Library
 * Spash Damage
 * Sony Computer Entertainment America
 * Square-Enix
 * Technische Universitat wien
 * Tri-Ace Research
 * Ubisoft Engine Room
 * Valve Software
 * Volition Inc.

Conference Whitepapers

 * Conference Whitepapers Master List
 * SIGGRAPH 2011
 * Game Developers Conference 2005-2010
 * Gamefest London 2010
 * Gamefest Seattle 2010
 * High Performance Graphics

Game Graphics Books

 * Graphics Programming Black Book by Michael Abrash (2001) - free download

Game Graphics Articles
How game engines work, game graphics examples, effect breakdowns, etc.


 * Game Art Tricks blog with game effect breakdowns by Simon 'SimonT' Schreibt. See the Polycount Forum thread Article: Game Art Art.
 * Realtime Rendering - Overview and Optimisations for 3D Artists a video by Mike Pickton
 * CG Science for Artists – Part 1: Real-Time and Offline Rendering by Leonard Teo
 * CG Science for Artists - Part 2: The Real-Time Rendering Pipeline by Leonard Teo
 * Beautiful, Yet Friendly Part 1: Stop Hitting the Bottleneck by Guillaume Provost
 * Beautiful, Yet Friendly Part 2: Maximizing Efficiency by Guillaume Provost
 * ExtremeTech 3D Pipeline Tutorial by Dave Salvator
 * The Direct3D Graphics Pipeline by Richard Thomson
 * Efficient Art Production. Theory and practice by Andrew Maximov
 * Polygon Count
 * FAQ: Game art optimisation (do polygon counts really matter?) from the Polycount forum
 * How many textures per model is too many? from the Polycount forum
 * Graphics topics on the DevMaster wiki
 * Why so blue? thread on the Polycount forum has an informed discussion about texture compression.