Difference between revisions of "Category:Whitepapers"
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+ | This page has links to conference proceedings and research papers (aka whitepapers) about game graphics. | ||
+ | == Company Whitepapers == | ||
+ | * [http://www2.disney.co.uk/disneyinteractivestudios/blackrockstudio/technology/ Black Rock Studios] | ||
+ | * [http://www.bitsquid.se/technology.html#papers Bitsquid] | ||
+ | * [http://halo.bungie.net/Inside/publications.aspx Bungie] | ||
+ | * [http://www1.cs.columbia.edu/CAVE/publications/ CAVE (Columbia U)] | ||
+ | * [http://www.crytek.com/cryengine/presentations/ Crytek] | ||
+ | * [http://publications.dice.se/ DICE] | ||
+ | * [https://www.unrealengine.com/resources Epic Games] | ||
+ | * [http://www.firaxis.com/?/blog Firaxis] | ||
+ | * [http://www.guerrilla-games.com/publications/ Guerilla Games] | ||
+ | * [http://www.insomniacgames.com/tech/techpage.php Insomniac Games] | ||
+ | * [http://maverick.inria.fr/Publications/ Maverick] | ||
+ | * [http://www.naughtydog.com/tag/presentations/ Naughty Dog] | ||
+ | * [http://developer.nvidia.com/page/documentation.html NVIDIA Developer Documentation] | ||
+ | * [http://research.nvidia.com/ NVIDIA Research] | ||
+ | * [http://graphics.pixar.com/library/ Pixar Library] | ||
+ | * [http://www.splashdamage.com/publications Spash Damage] | ||
+ | * [http://www.research.scea.com/research/research.html Sony Computer Entertainment America] | ||
+ | * [http://www.jp.square-enix.com/info/library/ Square-Enix] | ||
+ | * [http://www.cg.tuwien.ac.at/research/rendering/publications/ Technische Universitat wien] | ||
+ | * [http://research.tri-ace.com/ Tri-Ace Research] | ||
+ | * [http://engineroom.ubi.com/ Ubisoft Engine Room] | ||
+ | * [http://www.valvesoftware.com/publications.html Valve Software] | ||
+ | * [http://www.volition-inc.com/gdc/ Volition Inc.] | ||
+ | |||
+ | == Conference Whitepapers == | ||
+ | * [http://kesen.realtimerendering.com/ Conference Whitepapers Master List] | ||
+ | * [http://kesen.realtimerendering.com/sig2011.html SIGGRAPH 2011] | ||
+ | * [http://www.gdcvault.com/free/category/ Game Developers Conference 2005-2010] | ||
+ | * [http://www.microsoftgamefest.com/london2010.htm Gamefest London 2010] | ||
+ | * [http://www.microsoftgamefest.com/seattle2010.htm Gamefest Seattle 2010] | ||
+ | * [http://www.highperformancegraphics.org/index.php#3 High Performance Graphics] | ||
+ | |||
+ | == Game Graphics Books == | ||
+ | * [http://www.gamedev.net/reference/articles/article1698.asp Graphics Programming Black Book] by Michael Abrash (2001) - free download | ||
+ | |||
+ | == Game Graphics Articles == | ||
+ | How game engines work, game graphics examples, effect breakdowns, etc. | ||
+ | |||
+ | * [http://simonschreibt.de/game-art-tricks/ Game Art Tricks] blog with game effect breakdowns by [http://www.polycount.com/forum/member.php?u=16123 Simon 'SimonT' Schreibt]. See the Polycount Forum thread [http://www.polycount.com/forum/showthread.php?p=1759176 Article: Game Art Art]. | ||
+ | * [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/2010/11/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.ericchadwick.com/examples/provost/byf1.html Beautiful, Yet Friendly Part 1: Stop Hitting the Bottleneck] by [http://ca.linkedin.com/in/gprovost Guillaume Provost] | ||
+ | * [http://www.ericchadwick.com/examples/provost/byf2.html Beautiful, Yet Friendly Part 2: Maximizing Efficiency] by [http://ca.linkedin.com/in/gprovost Guillaume Provost] | ||
+ | * [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://artisaverb.info/Hygiene.html Efficient Art Production. Theory and practice] by [http://artisaverb.info/ Andrew Maximov] | ||
+ | * [[PolygonCount]] | ||
+ | * [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=72921 How many textures per model is too many?] from the Polycount forum | ||
+ | * [http://www.devmaster.net/wiki/Main_Page#Graphics Graphics topics on the DevMaster wiki] | ||
+ | * [http://www.polycount.com/forum/showthread.php?p=971696#post971696 Why so blue?] thread on the Polycount forum has an informed discussion about texture compression. | ||
+ | |||
+ | ---- | ||
+ | [[Category:Technology]] [[Category:Rendering]] |
Revision as of 16:25, 25 September 2014
This page has links to conference proceedings and research papers (aka whitepapers) about game graphics.
Contents
Company Whitepapers
- Black Rock Studios
- Bitsquid
- Bungie
- CAVE (Columbia U)
- Crytek
- DICE
- Epic Games
- Firaxis
- Guerilla Games
- Insomniac Games
- Maverick
- Naughty Dog
- NVIDIA Developer Documentation
- NVIDIA Research
- Pixar Library
- Spash Damage
- Sony Computer Entertainment America
- Square-Enix
- Technische Universitat wien
- Tri-Ace Research
- Ubisoft Engine Room
- 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 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
- PolygonCount
- 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 category "Whitepapers"
This category contains only the following page.