Difference between revisions of "Category:Whitepapers"

From polycount
Jump to: navigation, search
(Mike Pickton added)
Line 34: Line 34:
 
These articles help artists understand how game engines work, so they can learn how to build art that performs better.
 
These articles help artists understand how game engines work, so they can learn how to build art that performs better.
  
 +
* [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]
 
* [http://www.cgchannel.com/2010/11/cg-science-for-artists-part-2-the-real-time-rendering-pipeline/ CG Science for Artists - Part 2: The Real-Time Rendering Pipeline] by [http://www.cgchannel.com/about/ Leonard Teo]
 
* [http://www.cgchannel.com/2010/11/cg-science-for-artists-part-2-the-real-time-rendering-pipeline/ CG Science for Artists - Part 2: The Real-Time Rendering Pipeline] by [http://www.cgchannel.com/about/ Leonard Teo]

Revision as of 10:36, 9 January 2013

Category Whitepapers

This page has links to conference proceedings and research papers (aka whitepapers) about game graphics.


Company Whitepapers

Conference Whitepapers

Game Graphics Books

Game Renderer Articles

These articles help artists understand how game engines work, so they can learn how to build art that performs better.

Pages in This Category

Pages in category "Whitepapers"

This category contains only the following page.

Personal tools
Namespaces

Variants
Actions
Navigation
Tools