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== Articles externes ==
 
== 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
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* [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/
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* [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 ==
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== Adaptive Hardware-accelerated Terrain Tessellation 02/13 ==
 
== Adaptive Hardware-accelerated Terrain Tessellation 02/13 ==
* https://www.frostbite.com/wp-content/uploads/2013/05/adaptive_terrain_tessellation.pdf
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* 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 ==
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== Stable SSAO in Battlefield 3 with Selective Temporal Filtering 04/12 ==
 
== Stable SSAO in Battlefield 3 with Selective Temporal Filtering 04/12 ==
https://www.frostbite.com/wp-content/uploads/2013/05/GDC12_Stable_SSAO_In_BF3_With_STF.pdf
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* https://developer.nvidia.com/sites/default/files/akamai/gamedev/files/gdc12/GDC12_Bavoil_Stable_SSAO_In_BF3_With_STF.pdf
https://www.frostbite.com/wp-content/uploads/2013/05/GDC12_Stable_SSAO_In_BF3_With_STF.ppt
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== 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://www.frostbite.com/wp-content/uploads/2013/05/GDC12_Terrain_in_Battlefield3.pdf
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* https://media.contentapi.ea.com/content/dam/eacom/frostbite/files/gdc12-terrain-in-battlefield3.pdf
https://www.frostbite.com/wp-content/uploads/2013/05/GDC12_Terrain_in_Battlefield3.pptx
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== Realtime Interactive Water Waves 02/12 ==
 
== Realtime Interactive Water Waves 02/12 ==
https://www.frostbite.com/wp-content/uploads/2013/05/water-interaction-ottosson_bjorn.pdf
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* https://www.nada.kth.se/utbildning/grukth/exjobb/rapportlistor/2011/rapporter11/ottosson_bjorn_11105.pdf
 
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https://www.frostbite.com/2011/12/shiny-pc-graphics-in-battlefield-3/ 12/11
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https://www.frostbite.com/wp-content/uploads/2013/05/Shiny_PC_Graphics_in_BF3_pcfinal.pptx
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= [[Liens]] utiles =
 
= [[Liens]] utiles =
* [https://s2013.siggraph.org/ Siggraph 2013] Siggraph 2013 Technical papers
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* [http://s2013.siggraph.org/attendees/technical-papers Siggraph 2013] Siggraph 2013 Technical papers
* [https://developer.amd.com/tools-and-sdks/graphics-development/amd-radeon-sdk/ AMD Developer] Radeon SDK
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* [https://www.amd.com/fr/technologies/radeon-prorender-downloads AMD Developer] Radeon ProRender
* [https://www.frostbite.com/topics/publications/ Frosbite] Frosbite technical papers
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* [https://www.ea.com/frostbite/news Frosbite] Frosbite technical papers
  
 
= Articles [[Vulgum Techus]] =
 
= Articles [[Vulgum Techus]] =

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Vidéos

Liens utiles

Articles externes

Scaling the pipeline 02/13

Adaptive Hardware-accelerated Terrain Tessellation 02/13

5 major challenges in real-time rendering 08/12

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

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Articles Vulgum Techus

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