Difference between revisions of "Category:Whitepapers"

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= Category Whitepapers =
 
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.bungie.net/Inside/publications.aspx Bungie]
 
* [http://www.crytek.com/cryengine/presentations/ Crytek]
 
* [http://publications.dice.se/ DICE]
 
* [http://www.unrealtechnology.com/whats-new.php?ref=downloads Epic Games]
 
* [http://www.guerrilla-games.com/publications/ Guerilla Games]
 
* [http://www.insomniacgames.com/tech/techpage.php Insomniac Games]
 
* [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.research.scea.com/research/research.html Sony Computer Entertainment America]
 
* [http://www.valvesoftware.com/publications.html Valve Software]
 
* [http://www.volition-inc.com/gdc/ Volition Inc.]
 
 
== Conference Whitepapers ==
 
* [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/program.html High Performance Graphics 2010]
 
* [http://kesen.huang.googlepages.com/ Whitepapers master list]
 
 
== Game Graphics Books ==
 
* [http://www.gamedev.net/reference/articles/article1698.asp 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.
 
 
* [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]
 
* [[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=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.
 
 
== Pages in This Category ==
 
 
 
[[Category:Technology]] [[Category:Rendering]]
 

Latest revision as of 18:48, 26 January 2015

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