Difference between revisions of "Whitepapers"

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* [http://fr.slideshare.net/DICEStudio/henrikgdc09-compat The Unique Lighting of Mirror's Edge (2010)]
 
* [http://fr.slideshare.net/DICEStudio/henrikgdc09-compat The Unique Lighting of Mirror's Edge (2010)]
 
* [http://fr.slideshare.net/DICEStudio/moving-frostbite-to-physically-based-rendering Moving Frostbite to Physically Based Rendering (2014)]
 
* [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)]
  
 
== PBR ==
 
== PBR ==
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* [http://blog.selfshadow.com/publications/s2014-shading-course/ SIGGRAPH 2014 Course: Physically Based Shading in Theory and Practice]
 
* [http://blog.selfshadow.com/publications/s2014-shading-course/ SIGGRAPH 2014 Course: Physically Based Shading in Theory and Practice]
 
* [http://blog.selfshadow.com/publications/s2015-shading-course/ SIGGRAPH 2015 Course: Physically Based Shading in Theory and Practice]
 
* [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== Outdated Whitepapers ==  
 
== Outdated Whitepapers ==  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Outdated Whitepapers


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