Difference between revisions of "Category:Whitepapers"

From polycount
Jump to: navigation, search
(fixed Epic)
(Category pages should not contain content. Content moved to Whitepapers.)
 
(3 intermediate revisions by 2 users not shown)
Line 1: Line 1:
= 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.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]
 
* [[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

Pages in category "Whitepapers"

This category contains only the following page.

Personal tools
Namespaces

Variants
Actions
Navigation
Tools