Difference between revisions of "Whitepapers"

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* [http://blog.selfshadow.com/publications/s2014-shading-course/ SIGGRAPH 2014 Course: Physically Based Shading in Theory and Practice]
 
* [http://blog.selfshadow.com/publications/s2014-shading-course/ SIGGRAPH 2014 Course: Physically Based Shading in Theory and Practice]
 
* [http://blog.selfshadow.com/publications/s2015-shading-course/ SIGGRAPH 2015 Course: Physically Based Shading in Theory and Practice]
 
* [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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* [http://blog.selfshadow.com/publications/s2015-shading-course/chan/s2015_pbs_cod_aw_notes.pdf Real-World Measurements for
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Call of Duty: Advanced Warfare]
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== Outdated Whitepapers ==  
 
== Outdated Whitepapers ==  
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[[Category:Technology]] [[Category:Rendering]] [[Category:GameEngines]]
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[[Category:Information]]

Latest revision as of 12:28, 29 August 2021

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Outdated Whitepapers


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