Difference between revisions of "Whitepapers"

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== Company Whitepapers ==
 
== Company Whitepapers ==
 
* [http://www2.disney.co.uk/disneyinteractivestudios/blackrockstudio/technology/ Black Rock Studios] 2010
 
* [http://www2.disney.co.uk/disneyinteractivestudios/blackrockstudio/technology/ Black Rock Studios] 2010
* [http://halo.bungie.net/Inside/publications.aspx Bungie] 2009
 
 
* [http://www1.cs.columbia.edu/CAVE/publications/ CAVE (Columbia U)] 2015
 
* [http://www1.cs.columbia.edu/CAVE/publications/ CAVE (Columbia U)] 2015
 
* [http://www.crytek.com/cryengine/presentations/ Crytek]  2014
 
* [http://www.crytek.com/cryengine/presentations/ Crytek]  2014
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* [http://graphics.pixar.com/library/ Pixar Library] 2015
 
* [http://graphics.pixar.com/library/ Pixar Library] 2015
 
* [http://www.splashdamage.com/publications Spash Damage] 2011
 
* [http://www.splashdamage.com/publications Spash Damage] 2011
* [http://www.research.scea.com/research/research.html Sony Computer Entertainment America] 2006
 
 
* [http://www.jp.square-enix.com/info/library/ Square-Enix] 2015
 
* [http://www.jp.square-enix.com/info/library/ Square-Enix] 2015
 
* [http://www.cg.tuwien.ac.at/research/rendering/publications/ Technische Universitat wien]2015
 
* [http://www.cg.tuwien.ac.at/research/rendering/publications/ Technische Universitat wien]2015
 
* [http://research.tri-ace.com/ Tri-Ace Research]2014
 
* [http://research.tri-ace.com/ Tri-Ace Research]2014
 
* [http://www.valvesoftware.com/publications.html Valve Software] 2015
 
* [http://www.valvesoftware.com/publications.html Valve Software] 2015
* [http://www.volition-inc.com/gdc/ Volition Inc.] 2008
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== Conference Whitepapers ==
 
== Conference Whitepapers ==
 
* [http://kesen.realtimerendering.com/ Conference Whitepapers Master List]
 
* [http://kesen.realtimerendering.com/ Conference Whitepapers Master List]
 
* [http://kesen.realtimerendering.com/sig2011.html SIGGRAPH 2011]
 
* [http://kesen.realtimerendering.com/sig2011.html SIGGRAPH 2011]
* [http://www.gdcvault.com/free/category/ Game Developers Conference 2005-2010]
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* [http://www.gdcvault.com/free/category/ Game Developers Conference 2005-2015]
* [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]
 
* [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 ==
 
== Game Graphics Articles ==
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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
 
* [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://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.
 
* [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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* [http://fr.slideshare.net/TiagoAlexSousa/the-art-and-technology-behind-crysis-3-fmx-2013 The Art and Technology behind Crysis 3 (FMX 2013)]
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== Rendering ==
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* [http://fr.slideshare.net/DICEStudio/henrikgdc09-compat The Unique Lighting of Mirror's Edge (2010)]
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* [http://fr.slideshare.net/DICEStudio/moving-frostbite-to-physically-based-rendering Moving Frostbite to Physically Based Rendering (2014)]
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* [http://advances.realtimerendering.com/ Advances in Real-Time Rendering in 3D Graphics and Games]
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* [http://www.gdcvault.com/play/1017873/LOD-Techniques-for-Boosting-Rendering LOD Techniques for Boosting Rendering Performance (Presented by Simplygon)]
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== PBR ==
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* [http://blog.selfshadow.com/publications/s2012-shading-course/ SIGGRAPH 2012 Course: Physically Based Shading in Theory and Practice]
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* [http://blog.selfshadow.com/publications/s2013-shading-course/ SIGGRAPH 2013 Course: Physically Based Shading in Theory and Practice]
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* [http://blog.selfshadow.com/publications/s2014-shading-course/ SIGGRAPH 2014 Course: Physically Based Shading in Theory and Practice]
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* [http://blog.selfshadow.com/publications/s2015-shading-course/ SIGGRAPH 2015 Course: Physically Based Shading in Theory and Practice]
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* [http://blog.selfshadow.com/publications/s2015-shading-course/chan/s2015_pbs_cod_aw_notes.pdf Real-World Measurements for Call of Duty: Advanced Warfare]
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== Outdated Whitepapers ==
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* [http://www.volition-inc.com/gdc/ Volition Inc.] 2008
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* [http://www.research.scea.com/research/research.html Sony Computer Entertainment America] 2006
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* [http://halo.bungie.net/Inside/publications.aspx Bungie] 2009
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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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[[Category:Technology]] [[Category:Rendering]] [[Category:GameEngines]]
 
[[Category:Technology]] [[Category:Rendering]] [[Category:GameEngines]]

Revision as of 10:46, 18 August 2015

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

Company Whitepapers


Conference Whitepapers

Game Graphics Articles

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

Rendering

PBR

Outdated Whitepapers


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