Difference between revisions of "Whitepapers"
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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://halo.bungie.net/Inside/publications.aspx Bungie] 2009 | |
− | * [http://halo.bungie.net/Inside/publications.aspx Bungie] | + | * [http://www1.cs.columbia.edu/CAVE/publications/ CAVE (Columbia U)] 2015 |
− | * [http://www1.cs.columbia.edu/CAVE/publications/ CAVE (Columbia U)] | + | * [http://www.crytek.com/cryengine/presentations/ Crytek] 2014 |
− | * [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.research.scea.com/research/research.html Sony Computer Entertainment America] | + | * [http://www.research.scea.com/research/research.html Sony Computer Entertainment America] 2006 |
− | * [http://www.jp.square-enix.com/info/library/ Square-Enix] | + | * [http://www.jp.square-enix.com/info/library/ Square-Enix] 2015 |
− | * [http://www.cg.tuwien.ac.at/research/rendering/publications/ Technische Universitat wien] | + | * [http://www.cg.tuwien.ac.at/research/rendering/publications/ Technische Universitat wien]2015 |
− | * [http://research.tri-ace.com/ Tri-Ace Research] | + | * [http://research.tri-ace.com/ Tri-Ace Research]2014 |
− | + | * [http://www.valvesoftware.com/publications.html Valve Software] 2015 | |
− | * [http://www.valvesoftware.com/publications.html Valve Software] | + | * [http://www.volition-inc.com/gdc/ Volition Inc.] 2008 |
− | * [http://www.volition-inc.com/gdc/ Volition Inc.] | + | |
== Conference Whitepapers == | == Conference Whitepapers == |
Revision as of 15:27, 3 June 2015
This page has links to conference proceedings and research papers (aka whitepapers) about game graphics.
Contents
Company Whitepapers
- Black Rock Studios 2010
- Bungie 2009
- 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
- Sony Computer Entertainment America 2006
- Square-Enix 2015
- Technische Universitat wien2015
- Tri-Ace Research2014
- Valve Software 2015
- Volition Inc. 2008
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.