Difference between revisions of "Whitepapers"

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(Conference Whitepapers)
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* [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.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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== 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]
  
 
== Outdated Whitepapers ==  
 
== Outdated Whitepapers ==  

Revision as of 07:58, 9 June 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.

PBR

Outdated Whitepapers


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