Difference between revisions of "Category:Whitepapers"
From polycount
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* [http://www.gamedev.net/reference/articles/article1698.asp Graphics Programming Black Book] by Michael Abrash (2001) - free download | * [http://www.gamedev.net/reference/articles/article1698.asp Graphics Programming Black Book] by Michael Abrash (2001) - free download | ||
− | == Game | + | == Game Graphics Articles == |
− | + | How game engines work, game graphics examples, effect breakdowns, etc. | |
+ | * [http://simonschreibt.de/game-art-tricks/ Game Art Tricks] blog with game effect breakdowns by [http://www.polycount.com/forum/member.php?u=16123 Simon 'SimonT' Schreibt]. See the Polycount Forum thread [http://www.polycount.com/forum/showthread.php?p=1759176 Article: Game Art Art]. | ||
* [http://www.youtube.com/watch?v=wWi4hqTOoGQ Realtime Rendering - Overview and Optimisations for 3D Artists] a video by [http://mikepickton.co.uk/ Mike Pickton] | * [http://www.youtube.com/watch?v=wWi4hqTOoGQ Realtime Rendering - Overview and Optimisations for 3D Artists] a video by [http://mikepickton.co.uk/ Mike Pickton] | ||
* [http://www.cgchannel.com/2010/10/cg-science-for-artists-part-1-real-time-and-offline-rendering/ CG Science for Artists – Part 1: Real-Time and Offline Rendering] by [http://www.cgchannel.com/about/ Leonard Teo] | * [http://www.cgchannel.com/2010/10/cg-science-for-artists-part-1-real-time-and-offline-rendering/ CG Science for Artists – Part 1: Real-Time and Offline Rendering] by [http://www.cgchannel.com/about/ Leonard Teo] |
Revision as of 13:35, 1 July 2014
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
- 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 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
- 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.