Difference between revisions of "Whitepapers"
From polycount
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* [http://fr.slideshare.net/DICEStudio/henrikgdc09-compat The Unique Lighting of Mirror's Edge (2010)] | * [http://fr.slideshare.net/DICEStudio/henrikgdc09-compat The Unique Lighting of Mirror's Edge (2010)] | ||
+ | * [http://fr.slideshare.net/DICEStudio/moving-frostbite-to-physically-based-rendering Moving Frostbite to Physically Based Rendering (2014)] | ||
== PBR == | == PBR == |
Revision as of 08:47, 23 June 2015
This page has links to conference proceedings and research papers (aka whitepapers) about game graphics.
Contents
Company Whitepapers
- Black Rock Studios 2010
- 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
- Square-Enix 2015
- Technische Universitat wien2015
- Tri-Ace Research2014
- Valve Software 2015
Conference Whitepapers
- Conference Whitepapers Master List
- SIGGRAPH 2011
- Game Developers Conference 2005-2015
- High Performance Graphics
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.
Rendering
PBR
- SIGGRAPH 2012 Course: Physically Based Shading in Theory and Practice
- SIGGRAPH 2013 Course: Physically Based Shading in Theory and Practice
- SIGGRAPH 2014 Course: Physically Based Shading in Theory and Practice
- SIGGRAPH 2015 Course: Physically Based Shading in Theory and Practice
Outdated Whitepapers
- Volition Inc. 2008
- Sony Computer Entertainment America 2006
- Bungie 2009
- Graphics Programming Black Book by Michael Abrash (2001) - free download