Difference between revisions of "Category:Whitepapers"
From polycount
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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] | ||
− | * [http://www. | + | * [http://www.bitsquid.se/technology.html#papers Bitsquid] |
+ | * Bungie - Link Broken | ||
+ | * [http://www1.cs.columbia.edu/CAVE/publications/ CAVE (Columbia U)] | ||
* [http://www.crytek.com/cryengine/presentations/ Crytek] | * [http://www.crytek.com/cryengine/presentations/ Crytek] | ||
* [http://publications.dice.se/ DICE] | * [http://publications.dice.se/ DICE] | ||
* [http://www.unrealtechnology.com/whats-new.php?ref=downloads Epic Games] | * [http://www.unrealtechnology.com/whats-new.php?ref=downloads Epic Games] | ||
+ | * [http://www.firaxis.com/?/blog Firaxis] | ||
* [http://www.guerrilla-games.com/publications/ Guerilla Games] | * [http://www.guerrilla-games.com/publications/ Guerilla Games] | ||
* [http://www.insomniacgames.com/tech/techpage.php Insomniac Games] | * [http://www.insomniacgames.com/tech/techpage.php Insomniac Games] | ||
+ | * [http://maverick.inria.fr/Publications/ Maverick] | ||
* [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] | ||
+ | * [http://www.splashdamage.com/publications Spash Damage] | ||
* [http://www.research.scea.com/research/research.html Sony Computer Entertainment America] | * [http://www.research.scea.com/research/research.html Sony Computer Entertainment America] | ||
+ | * [http://www.jp.square-enix.com/info/library/ Square-Enix] | ||
+ | * [http://www.cg.tuwien.ac.at/research/rendering/publications/ Technische Universitat wien] | ||
+ | * [http://research.tri-ace.com/ Tri-Ace Research] | ||
+ | * [http://engineroom.ubi.com/ Ubisoft Engine Room] | ||
* [http://www.valvesoftware.com/publications.html Valve Software] | * [http://www.valvesoftware.com/publications.html Valve Software] | ||
* [http://www.volition-inc.com/gdc/ Volition Inc.] | * [http://www.volition-inc.com/gdc/ Volition Inc.] |
Revision as of 12:31, 17 May 2013
Contents
Category Whitepapers
This page has links to conference proceedings and research papers (aka whitepapers) about game graphics.
Company Whitepapers
- Black Rock Studios
- Bitsquid
- Bungie - Link Broken
- 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 Renderer Articles
These articles help artists understand how game engines work, so they can learn how to build art that performs better.
- 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.
Pages in This Category
Pages in category "Whitepapers"
This category contains only the following page.