développement de jeux : Différence entre versions
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+ | <!-- Links checked 23/03/19 --> | ||
[[Catégorie:Jeux]] | [[Catégorie:Jeux]] | ||
− | + | [[Catégorie:Langages de programmation]] | |
− | + | [[Catégorie:Logiciels]] | |
− | + | '''[[Lien court]]''' vers cette page : https://vt.cx/ddj | |
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− | + | == 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 == |
− | + | * 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 | ||
− | ==5 major challenges in real-time rendering 08/12== | + | == 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 == | ||
+ | * 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 == | ||
+ | * https://media.contentapi.ea.com/content/dam/eacom/frostbite/files/gdc12-terrain-in-battlefield3.pdf | ||
− | == | + | == Realtime Interactive Water Waves 02/12 == |
− | + | * https://www.nada.kth.se/utbildning/grukth/exjobb/rapportlistor/2011/rapporter11/ottosson_bjorn_11105.pdf | |
− | + | ||
− | = | + | = [[Liens]] utiles = |
− | http:// | + | * [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]] = | |
− | + | * [[développement de logiciels]] | |
+ | * [[langages de programmation]] | ||
+ | * [[moteurs de jeux]] | ||
+ | * [[Vulkan]] | ||
− | = | + | = Commentaires = |
− | + | {{#widget:DISQUS | |
− | + | |id=vulgumtechus | |
− | + | }} |
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