développement de jeux : Différence entre versions

De Vulgum Techus
Aller à : Navigation, rechercher
(Adaptive Hardware-accelerated Terrain Tessellation 02/13)
(Liens utiles)
 
(4 révisions intermédiaires par un utilisateur sont masquées)
Ligne 41 : Ligne 41 :
  
 
== 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
+
* 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
+
  
 
== 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
+
* 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
+
  
 
== 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
+
* https://www.nada.kth.se/utbildning/grukth/exjobb/rapportlistor/2011/rapporter11/ottosson_bjorn_11105.pdf
* https://www.frostbite.com/2011/12/shiny-pc-graphics-in-battlefield-3/ 12/11
+
* https://www.frostbite.com/wp-content/uploads/2013/05/Shiny_PC_Graphics_in_BF3_pcfinal.pptx
+
  
 
= [[Liens]] utiles =
 
= [[Liens]] utiles =
* [https://s2013.siggraph.org/ Siggraph 2013] Siggraph 2013 Technical papers
+
* [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
+
* [https://www.amd.com/fr/technologies/radeon-prorender-downloads AMD Developer] Radeon ProRender
* [https://www.frostbite.com/topics/publications/ Frosbite] Frosbite technical papers
+
* [https://www.ea.com/frostbite/news Frosbite] Frosbite technical papers
  
 
= Articles [[Vulgum Techus]] =
 
= Articles [[Vulgum Techus]] =

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

Cheveux

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

Liens utiles

Articles Vulgum Techus

Commentaires

blog comments powered by Disqus