Difference between revisions of "Whitepapers"
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+ | This page has links to conference proceedings and research papers (aka whitepapers) about game graphics. | ||
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== Company Whitepapers == | == Company Whitepapers == | ||
− | * [http://www2.disney.co.uk/disneyinteractivestudios/blackrockstudio/technology/ Black Rock Studios] | + | * [http://www2.disney.co.uk/disneyinteractivestudios/blackrockstudio/technology/ Black Rock Studios] 2010 |
− | + | * [http://www1.cs.columbia.edu/CAVE/publications/ CAVE (Columbia U)] 2015 | |
− | + | * [http://www.crytek.com/cryengine/presentations/ Crytek] 2014 | |
− | * [http://www1.cs.columbia.edu/CAVE/publications/ CAVE (Columbia U)] | + | |
− | * [http://www.crytek.com/cryengine/presentations/ Crytek] | + | |
− | + | ||
* [https://www.unrealengine.com/resources Epic Games] | * [https://www.unrealengine.com/resources Epic Games] | ||
− | * [http://www.firaxis.com/?/blog Firaxis] | + | * [http://www.firaxis.com/?/blog Firaxis] 2014 |
− | * [http://www.guerrilla-games.com/publications/ Guerilla Games] | + | * [http://www.guerrilla-games.com/publications/ Guerilla Games]2014 |
− | * [http://www.insomniacgames.com/ | + | * [http://www.insomniacgames.com/category/research-development/ Insomniac Games] 2015 |
− | * [http://maverick.inria.fr/Publications/ Maverick] | + | * [http://maverick.inria.fr/Publications/ Maverick]2015 |
− | * [http://www.naughtydog.com/tag/presentations/ Naughty Dog] | + | * [http://www.naughtydog.com/tag/presentations/ Naughty Dog]? |
* [http://developer.nvidia.com/page/documentation.html NVIDIA Developer Documentation] | * [http://developer.nvidia.com/page/documentation.html NVIDIA Developer Documentation] | ||
* [http://research.nvidia.com/ NVIDIA Research] | * [http://research.nvidia.com/ NVIDIA Research] | ||
− | * [http://graphics.pixar.com/library/ Pixar Library] | + | * [http://graphics.pixar.com/library/ Pixar Library] 2015 |
− | * [http://www.splashdamage.com/publications Spash Damage] | + | * [http://www.splashdamage.com/publications Spash Damage] 2011 |
− | + | * [http://www.jp.square-enix.com/info/library/ Square-Enix] 2015 | |
− | * [http://www.jp.square-enix.com/info/library/ Square-Enix] | + | * [http://www.cg.tuwien.ac.at/research/rendering/publications/ Technische Universitat wien]2015 |
− | * [http://www.cg.tuwien.ac.at/research/rendering/publications/ Technische Universitat wien] | + | * [http://research.tri-ace.com/ Tri-Ace Research]2014 |
− | * [http://research.tri-ace.com/ Tri-Ace Research] | + | * [http://www.valvesoftware.com/publications.html Valve Software] 2015 |
− | + | ||
− | * [http://www.valvesoftware.com/publications.html Valve Software] | + | |
− | + | ||
== Conference Whitepapers == | == Conference Whitepapers == | ||
* [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- | + | * [http://www.gdcvault.com/free/category/ Game Developers Conference 2005-2015] |
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* [http://www.highperformancegraphics.org/index.php#3 High Performance Graphics] | * [http://www.highperformancegraphics.org/index.php#3 High Performance Graphics] | ||
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== Game Graphics Articles == | == Game Graphics Articles == | ||
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* [http://boards.polycount.net/showthread.php?t=50588 FAQ: Game art optimisation (do polygon counts really matter?)] from the Polycount forum | * [http://boards.polycount.net/showthread.php?t=50588 FAQ: Game art optimisation (do polygon counts really matter?)] 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://boards.polycount.net/showthread.php?t=72921 How many textures per model is too many?] from the Polycount forum | ||
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* [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. | ||
+ | * [http://fr.slideshare.net/TiagoAlexSousa/the-art-and-technology-behind-crysis-3-fmx-2013 The Art and Technology behind Crysis 3 (FMX 2013)] | ||
+ | |||
+ | == Rendering == | ||
+ | |||
+ | * [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://advances.realtimerendering.com/ Advances in Real-Time Rendering in 3D Graphics and Games] | ||
+ | * [http://www.gdcvault.com/play/1017873/LOD-Techniques-for-Boosting-Rendering LOD Techniques for Boosting Rendering Performance (Presented by Simplygon)] | ||
+ | |||
+ | == PBR == | ||
+ | |||
+ | * [http://blog.selfshadow.com/publications/s2012-shading-course/ SIGGRAPH 2012 Course: Physically Based Shading in Theory and Practice] | ||
+ | * [http://blog.selfshadow.com/publications/s2013-shading-course/ SIGGRAPH 2013 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/chan/s2015_pbs_cod_aw_notes.pdf Real-World Measurements for Call of Duty: Advanced Warfare] | ||
+ | |||
+ | == Outdated Whitepapers == | ||
+ | * [http://www.volition-inc.com/gdc/ Volition Inc.] 2008 | ||
+ | * [http://www.research.scea.com/research/research.html Sony Computer Entertainment America] 2006 | ||
+ | * [http://halo.bungie.net/Inside/publications.aspx Bungie] 2009 | ||
+ | * [http://www.gamedev.net/reference/articles/article1698.asp Graphics Programming Black Book] by Michael Abrash (2001) - free download | ||
− | [[Category: | + | ---- |
+ | [[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.
Contents
Company Whitepapers
- Black Rock Studios 2010
- CAVE (Columbia U) 2015
- Crytek 2014
- Epic Games
- Firaxis 2014
- Guerilla Games2014
- Insomniac Games 2015
- Maverick2015
- Naughty Dog?
- NVIDIA Developer Documentation
- NVIDIA Research
- Pixar Library 2015
- Spash Damage 2011
- Square-Enix 2015
- Technische Universitat wien2015
- Tri-Ace Research2014
- Valve Software 2015
Conference Whitepapers
- Conference Whitepapers Master List
- SIGGRAPH 2011
- Game Developers Conference 2005-2015
- High Performance Graphics
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
- Why so blue? thread on the Polycount forum has an informed discussion about texture compression.
- The Art and Technology behind Crysis 3 (FMX 2013)
Rendering
- The Unique Lighting of Mirror's Edge (2010)
- Moving Frostbite to Physically Based Rendering (2014)
- Advances in Real-Time Rendering in 3D Graphics and Games
- LOD Techniques for Boosting Rendering Performance (Presented by Simplygon)
PBR
- SIGGRAPH 2012 Course: Physically Based Shading in Theory and Practice
- SIGGRAPH 2013 Course: Physically Based Shading in Theory and Practice
- SIGGRAPH 2014 Course: Physically Based Shading in Theory and Practice
- SIGGRAPH 2015 Course: Physically Based Shading in Theory and Practice
- Real-World Measurements for Call of Duty: Advanced Warfare
Outdated Whitepapers
- Volition Inc. 2008
- Sony Computer Entertainment America 2006
- Bungie 2009
- Graphics Programming Black Book by Michael Abrash (2001) - free download