Difference between revisions of "Whitepapers"
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* [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 2005-2010] | * [http://www.gdcvault.com/free/category/ Game Developers Conference 2005-2010] | ||
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* [http://www.highperformancegraphics.org/index.php#3 High Performance Graphics] | * [http://www.highperformancegraphics.org/index.php#3 High Performance Graphics] | ||
Revision as of 15:32, 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
- 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
- Why so blue? thread on the Polycount forum has an informed discussion about texture compression.