Difference between revisions of "Category:Whitepapers"
From polycount
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* [http://www.extremetech.com/article2/0,3973,9722,00.asp ExtremeTech 3D Pipeline Tutorial] by [http://www.extremetech.com/author_bio/0,1728,a%253D234,00.asp Dave Salvator] | * [http://www.extremetech.com/article2/0,3973,9722,00.asp ExtremeTech 3D Pipeline Tutorial] by [http://www.extremetech.com/author_bio/0,1728,a%253D234,00.asp Dave Salvator] | ||
* [http://legalizeadulthood.wordpress.com/the-direct3d-graphics-pipeline/ The Direct3D Graphics Pipeline] by [http://www.xmission.com/~legalize Richard Thomson] | * [http://legalizeadulthood.wordpress.com/the-direct3d-graphics-pipeline/ The Direct3D Graphics Pipeline] by [http://www.xmission.com/~legalize Richard Thomson] | ||
+ | * [http://artisaverb.info/Hygiene.html Efficient Art Production. Theory and practice] by [http://artisaverb.info/ Andrew Maximov] | ||
* [[Polygon Count]] | * [[Polygon Count]] | ||
* [http://boards.polycount.net/showthread.php?t=50588 FAQ: Game art optimisation (do polygon counts really matter?)] from the Polycount forum | * [http://boards.polycount.net/showthread.php?t=50588 FAQ: Game art optimisation (do polygon counts really matter?)] from the Polycount forum |
Revision as of 13:28, 3 April 2012
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
- 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.
- 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.