développement de jeux : Différence entre versions
De Vulgum Techus
m (Admin2 a déplacé la page Développement de jeux vers développement de jeux) |
(→Liens utiles) |
||
(11 révisions intermédiaires par un utilisateur sont masquées) | |||
Ligne 1 : | Ligne 1 : | ||
+ | <!-- Links checked 23/03/19 --> | ||
[[Catégorie:Jeux]] | [[Catégorie:Jeux]] | ||
[[Catégorie:Langages de programmation]] | [[Catégorie:Langages de programmation]] | ||
− | '''[[Lien court]]''' vers cette page : | + | [[Catégorie:Logiciels]] |
− | '''[[QR code]]''' vers cette page : | + | '''[[Lien court]]''' vers cette page : https://vt.cx/ddj |
− | + | '''[[QR code]]''' vers cette page : https://vt.cx/ddj.qr | |
<html> | <html> | ||
− | <script | + | <script async src="//pagead2.googlesyndication.com/pagead/js/adsbygoogle.js"></script> |
− | + | <!-- VT2 --> | |
− | + | <ins class="adsbygoogle" | |
− | + | style="display:inline-block;width:468px;height:60px" | |
− | + | data-ad-client="ca-pub-3341840374417340" | |
− | + | data-ad-slot="6349432125"></ins> | |
− | + | <script> | |
− | </ | + | (adsbygoogle = window.adsbygoogle || []).push({}); |
− | <script | + | |
− | + | ||
</script> | </script> | ||
</html> | </html> | ||
− | |||
== Cheveux == | == Cheveux == | ||
− | + | == [[Vidéos]] == | |
− | + | {{#Widget:YouTube|id=QCgWMIYGbV8}} | |
+ | == [[Liens]] utiles == | ||
+ | * [https://gfx.cs.princeton.edu/pubs/Luo_2013_SHC/structure-hair.pdf princeton.edu] Structure-Aware Hair Capture | ||
− | * [ | + | == Articles externes == |
− | * [ | + | * [https://www.pcworld.fr/carte-graphique/actualites,tressfx-tomb-raider-amd-square-enix-rendu,536607,1.htm PC World - 06/03/13] TressFX : les cartes '''[[Nvidia]]''' en galère |
+ | * [https://www.pcgamer.com/2013/02/26/amds-tressfx-hair-rendering-magic-revealed-makes-laras-locks-look-loveliest-on-pc/ PC Gamer - 26/02/13] AMD's TressFX hair rendering magic revealed, makes Lara's locks look loveliest on PC | ||
== Scaling the pipeline 02/13 == | == Scaling the pipeline 02/13 == | ||
− | + | * https://www.frostbite.com/wp-content/uploads/2013/04/Scaling-the-pipeline.pptx | |
− | + | * https://www.frostbite.com/wp-content/uploads/2013/04/Scaling-the-Pipeline.pdf | |
== Adaptive Hardware-accelerated Terrain Tessellation 02/13 == | == Adaptive Hardware-accelerated Terrain Tessellation 02/13 == | ||
− | + | * https://www.ea.com/frostbite/news/adaptive-hardware-accelerated-terrain-tessellation | |
== 5 major challenges in real-time rendering 08/12 == | == 5 major challenges in real-time rendering 08/12 == | ||
− | + | * https://www.frostbite.com/wp-content/uploads/2013/05/Bps12_5MajorChallenges_Andersson.pptx | |
− | + | * https://www.frostbite.com/wp-content/uploads/2013/05/Bps12_5MajorChallenges_Andersson.pdf | |
{{#Widget:YouTube|id=JAFhkdGtHck}} | {{#Widget:YouTube|id=JAFhkdGtHck}} | ||
== Stable SSAO in Battlefield 3 with Selective Temporal Filtering 04/12 == | == Stable SSAO in Battlefield 3 with Selective Temporal Filtering 04/12 == | ||
− | + | * https://developer.nvidia.com/sites/default/files/akamai/gamedev/files/gdc12/GDC12_Bavoil_Stable_SSAO_In_BF3_With_STF.pdf | |
− | + | ||
== Terrain in Battlefield 3: A Modern, Complete and Scalable System 03/12 == | == Terrain in Battlefield 3: A Modern, Complete and Scalable System 03/12 == | ||
− | + | * https://media.contentapi.ea.com/content/dam/eacom/frostbite/files/gdc12-terrain-in-battlefield3.pdf | |
− | + | ||
== Realtime Interactive Water Waves 02/12 == | == Realtime Interactive Water Waves 02/12 == | ||
− | + | * https://www.nada.kth.se/utbildning/grukth/exjobb/rapportlistor/2011/rapporter11/ottosson_bjorn_11105.pdf | |
− | + | ||
− | + | ||
− | + | ||
− | = Liens utiles = | + | = [[Liens]] utiles = |
− | *[http://s2013.siggraph.org/ Siggraph 2013] Siggraph 2013 Technical papers | + | * [http://s2013.siggraph.org/attendees/technical-papers Siggraph 2013] Siggraph 2013 Technical papers |
− | *[ | + | * [https://www.amd.com/fr/technologies/radeon-prorender-downloads AMD Developer] Radeon ProRender |
− | *[ | + | * [https://www.ea.com/frostbite/news Frosbite] Frosbite technical papers |
= Articles [[Vulgum Techus]] = | = Articles [[Vulgum Techus]] = | ||
Ligne 62 : | Ligne 58 : | ||
* [[langages de programmation]] | * [[langages de programmation]] | ||
* [[moteurs de jeux]] | * [[moteurs de jeux]] | ||
+ | * [[Vulkan]] | ||
= Commentaires = | = Commentaires = |
Version actuelle en date du 23 mars 2019 à 22:34
Lien court vers cette page : https://vt.cx/ddj QR code vers cette page : https://vt.cx/ddj.qr
Sommaire
- 1 Cheveux
- 2 Vidéos
- 3 Liens utiles
- 4 Articles externes
- 5 Scaling the pipeline 02/13
- 6 Adaptive Hardware-accelerated Terrain Tessellation 02/13
- 7 5 major challenges in real-time rendering 08/12
- 8 Stable SSAO in Battlefield 3 with Selective Temporal Filtering 04/12
- 9 Terrain in Battlefield 3: A Modern, Complete and Scalable System 03/12
- 10 Realtime Interactive Water Waves 02/12
- 11 Liens utiles
- 12 Articles Vulgum Techus
- 13 Commentaires
Cheveux
Vidéos
Liens utiles
- princeton.edu Structure-Aware Hair Capture
Articles externes
- PC World - 06/03/13 TressFX : les cartes Nvidia en galère
- PC Gamer - 26/02/13 AMD's TressFX hair rendering magic revealed, makes Lara's locks look loveliest on PC
Scaling the pipeline 02/13
- https://www.frostbite.com/wp-content/uploads/2013/04/Scaling-the-pipeline.pptx
- https://www.frostbite.com/wp-content/uploads/2013/04/Scaling-the-Pipeline.pdf
Adaptive Hardware-accelerated Terrain Tessellation 02/13
5 major challenges in real-time rendering 08/12
- https://www.frostbite.com/wp-content/uploads/2013/05/Bps12_5MajorChallenges_Andersson.pptx
- https://www.frostbite.com/wp-content/uploads/2013/05/Bps12_5MajorChallenges_Andersson.pdf
Stable SSAO in Battlefield 3 with Selective Temporal Filtering 04/12
Terrain in Battlefield 3: A Modern, Complete and Scalable System 03/12
Realtime Interactive Water Waves 02/12
Liens utiles
- Siggraph 2013 Siggraph 2013 Technical papers
- AMD Developer Radeon ProRender
- Frosbite Frosbite technical papers