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.
  
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== Company Whitepapers ==
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* [http://www2.disney.co.uk/disneyinteractivestudios/blackrockstudio/technology/ Black Rock Studios]
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* [http://www.bitsquid.se/technology.html#papers Bitsquid]
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* [http://halo.bungie.net/Inside/publications.aspx Bungie]
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* [http://www1.cs.columbia.edu/CAVE/publications/ CAVE (Columbia U)]
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* [http://www.crytek.com/cryengine/presentations/ Crytek]
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* [http://publications.dice.se/ DICE]
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* [https://www.unrealengine.com/resources Epic Games]
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* [http://www.firaxis.com/?/blog Firaxis]
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* [http://www.guerrilla-games.com/publications/ Guerilla Games]
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* [http://www.insomniacgames.com/tech/techpage.php Insomniac Games]
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* [http://maverick.inria.fr/Publications/ Maverick]
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* [http://www.naughtydog.com/tag/presentations/ Naughty Dog]
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* [http://developer.nvidia.com/page/documentation.html NVIDIA Developer Documentation]
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* [http://research.nvidia.com/ NVIDIA Research]
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* [http://graphics.pixar.com/library/ Pixar Library]
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* [http://www.splashdamage.com/publications Spash Damage]
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* [http://www.research.scea.com/research/research.html Sony Computer Entertainment America]
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* [http://www.jp.square-enix.com/info/library/ Square-Enix]
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* [http://www.cg.tuwien.ac.at/research/rendering/publications/ Technische Universitat wien]
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* [http://research.tri-ace.com/ Tri-Ace Research]
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* [http://engineroom.ubi.com/ Ubisoft Engine Room]
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* [http://www.valvesoftware.com/publications.html Valve Software]
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* [http://www.volition-inc.com/gdc/ Volition Inc.]
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== Conference Whitepapers ==
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* [http://kesen.realtimerendering.com/ Conference Whitepapers Master List]
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* [http://kesen.realtimerendering.com/sig2011.html SIGGRAPH 2011]
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* [http://www.gdcvault.com/free/category/ Game Developers Conference 2005-2010]
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* [http://www.microsoftgamefest.com/london2010.htm Gamefest London 2010]
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* [http://www.microsoftgamefest.com/seattle2010.htm Gamefest Seattle 2010]
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* [http://www.highperformancegraphics.org/index.php#3 High Performance Graphics]
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== Game Graphics Books ==
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* [http://www.gamedev.net/reference/articles/article1698.asp Graphics Programming Black Book] by Michael Abrash (2001) - free download
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== Game Graphics Articles ==
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How game engines work, game graphics examples, effect breakdowns, etc.
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* [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].
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* [http://www.youtube.com/watch?v=wWi4hqTOoGQ Realtime Rendering - Overview and Optimisations for 3D Artists] a video by [http://mikepickton.co.uk/ Mike Pickton]
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* [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]
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* [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]
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* [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]
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* [http://www.ericchadwick.com/examples/provost/byf2.html Beautiful, Yet Friendly Part 2: Maximizing Efficiency] by [http://ca.linkedin.com/in/gprovost Guillaume Provost]
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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]
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* [http://legalizeadulthood.wordpress.com/the-direct3d-graphics-pipeline/ The Direct3D Graphics Pipeline] by [http://www.xmission.com/~legalize Richard Thomson]
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* [http://artisaverb.info/Hygiene.html Efficient Art Production. Theory and practice] by [http://artisaverb.info/ Andrew Maximov]
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* [[PolygonCount]]
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* [http://boards.polycount.net/showthread.php?t=50588 FAQ: Game art optimisation (do polygon counts really matter?)] from the Polycount forum
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* [http://boards.polycount.net/showthread.php?t=72921 How many textures per model is too many?] from the Polycount forum
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* [http://www.devmaster.net/wiki/Main_Page#Graphics Graphics topics on the DevMaster wiki]
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* [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.
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----
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[[Category:Technology]] [[Category:Rendering]]

Revision as of 17:25, 25 September 2014

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

Company Whitepapers

Conference Whitepapers

Game Graphics Books

Game Graphics Articles

How game engines work, game graphics examples, effect breakdowns, etc.


Pages in category "Whitepapers"

This category contains only the following page.

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