Difference between revisions of "Whitepapers"

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* [http://kesen.realtimerendering.com/ Conference Whitepapers Master List]
 
* [http://kesen.realtimerendering.com/ Conference Whitepapers Master List]
 
* [http://kesen.realtimerendering.com/sig2011.html SIGGRAPH 2011]
 
* [http://kesen.realtimerendering.com/sig2011.html SIGGRAPH 2011]
* [http://www.gdcvault.com/free/category/ Game Developers Conference 2005-2010]
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* [http://www.gdcvault.com/free/category/ Game Developers Conference 2005-2015]
 
* [http://www.highperformancegraphics.org/index.php#3 High Performance Graphics]
 
* [http://www.highperformancegraphics.org/index.php#3 High Performance Graphics]
 
  
 
== Game Graphics Articles ==
 
== Game Graphics Articles ==
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* [http://boards.polycount.net/showthread.php?t=72921 How many textures per model is too many?] from the Polycount forum
 
* [http://boards.polycount.net/showthread.php?t=72921 How many textures per model is too many?] from the Polycount forum
 
* [http://www.polycount.com/forum/showthread.php?p=971696#post971696 Why so blue?] thread on the Polycount forum has an informed discussion about texture compression.
 
* [http://www.polycount.com/forum/showthread.php?p=971696#post971696 Why so blue?] thread on the Polycount forum has an informed discussion about texture compression.
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* [http://fr.slideshare.net/TiagoAlexSousa/the-art-and-technology-behind-crysis-3-fmx-2013 The Art and Technology behind Crysis 3 (FMX 2013)]
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== Rendering ==
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* [http://fr.slideshare.net/DICEStudio/henrikgdc09-compat The Unique Lighting of Mirror's Edge (2010)]
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* [http://fr.slideshare.net/DICEStudio/moving-frostbite-to-physically-based-rendering Moving Frostbite to Physically Based Rendering (2014)]
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* [http://advances.realtimerendering.com/ Advances in Real-Time Rendering in 3D Graphics and Games]
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* [http://www.gdcvault.com/play/1017873/LOD-Techniques-for-Boosting-Rendering LOD Techniques for Boosting Rendering Performance (Presented by Simplygon)]
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== PBR ==
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* [http://blog.selfshadow.com/publications/s2012-shading-course/ SIGGRAPH 2012 Course: Physically Based Shading in Theory and Practice]
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* [http://blog.selfshadow.com/publications/s2013-shading-course/ SIGGRAPH 2013 Course: Physically Based Shading in Theory and Practice]
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* [http://blog.selfshadow.com/publications/s2014-shading-course/ SIGGRAPH 2014 Course: Physically Based Shading in Theory and Practice]
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* [http://blog.selfshadow.com/publications/s2015-shading-course/ SIGGRAPH 2015 Course: Physically Based Shading in Theory and Practice]
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* [http://blog.selfshadow.com/publications/s2015-shading-course/chan/s2015_pbs_cod_aw_notes.pdf Real-World Measurements for Call of Duty: Advanced Warfare]
  
 
== Outdated Whitepapers ==  
 
== Outdated Whitepapers ==  
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[[Category:Technology]] [[Category:Rendering]] [[Category:GameEngines]]
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[[Category:Information]]

Latest revision as of 11:28, 29 August 2021

This page has links to conference proceedings and research papers (aka whitepapers) about game graphics.

Company Whitepapers


Conference Whitepapers

Game Graphics Articles

How game engines work, game graphics examples, effect breakdowns, etc.

Rendering

PBR

Outdated Whitepapers


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