Difference between revisions of "Category:Whitepapers"
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== Conference Whitepapers == | == Conference Whitepapers == | ||
+ | * [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] | ||
* [http://www.microsoftgamefest.com/london2010.htm Gamefest London 2010] | * [http://www.microsoftgamefest.com/london2010.htm Gamefest London 2010] | ||
* [http://www.microsoftgamefest.com/seattle2010.htm Gamefest Seattle 2010] | * [http://www.microsoftgamefest.com/seattle2010.htm Gamefest Seattle 2010] | ||
* [http://www.highperformancegraphics.org/program.html High Performance Graphics 2010] | * [http://www.highperformancegraphics.org/program.html High Performance Graphics 2010] | ||
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== Game Graphics Books == | == Game Graphics Books == |
Revision as of 11:06, 7 April 2011
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
- Volition Inc.
Conference Whitepapers
- SIGGRAPH 2011
- Game Developers Conference 2005-2010
- Gamefest London 2010
- Gamefest Seattle 2010
- High Performance Graphics 2010
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.