Difference between revisions of "Category:Whitepapers"
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* [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://graphics.pixar.com/library/ Pixar Library] | * [http://graphics.pixar.com/library/ Pixar Library] | ||
* [http://www.research.scea.com/research/research.html Sony Computer Entertainment America] | * [http://www.research.scea.com/research/research.html Sony Computer Entertainment America] |
Revision as of 13:44, 21 November 2010
Contents
Category Whitepapers
This page has links to conference proceedings and research papers (aka whitepapers) about game graphics.
Company Whitepapers
- Black Rock Studios
- Bungie
- Crytek
- DICE
- Epic Games
- Guerilla Games
- Insomniac Games
- Naughty Dog
- NVIDIA Developer Documentation
- NVIDIA Research
- Pixar Library
- Sony Computer Entertainment America
- Valve Software
Conference Whitepapers
- Game Developers Conference 2005-2010
- Gamefest London 2010
- Gamefest Seattle 2010
- High Performance Graphics 2010
- Whitepapers master list
Game Graphics Books
- Graphics Programming Black Book by Michael Abrash (2001) - free download
Game Renderer Articles
These articles help artists understand how game engines work, so they can learn how to build art that performs better.
- 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
- 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.
Pages in This Category
Pages in category "Whitepapers"
This category contains only the following page.