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== Cheveux ==
 
== Cheveux ==
== Vidéos ==
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== [[Vidéos]] ==
 
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== Liens utiles ==
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== [[Liens]] utiles ==
* [http://gfx.cs.princeton.edu/pubs/Luo_2013_SHC/structure-hair.pdf princeton.edu] Structure-Aware Hair Capture
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* [https://gfx.cs.princeton.edu/pubs/Luo_2013_SHC/structure-hair.pdf princeton.edu] Structure-Aware Hair Capture
  
 
== Articles externes ==
 
== Articles externes ==
* [http://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
* [http://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/
  
 
== Scaling the pipeline 02/13 ==
 
== Scaling the pipeline 02/13 ==
http://www.frostbite.com/wp-content/uploads/2013/04/Scaling-the-pipeline.pptx
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* https://www.frostbite.com/wp-content/uploads/2013/04/Scaling-the-pipeline.pptx
http://www.frostbite.com/wp-content/uploads/2013/04/Scaling-the-Pipeline.pdf
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* 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 ==
http://www.frostbite.com/wp-content/uploads/2013/05/adaptive_terrain_tessellation.pdf
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* http://www.frostbite.com/wp-content/uploads/2013/05/adaptive_terrain_tessellation.pdf
  
 
== 5 major challenges in real-time rendering 08/12 ==
 
== 5 major challenges in real-time rendering 08/12 ==
http://www.frostbite.com/wp-content/uploads/2013/05/Bps12_5MajorChallenges_Andersson.pptx
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* http://www.frostbite.com/wp-content/uploads/2013/05/Bps12_5MajorChallenges_Andersson.pptx
http://www.frostbite.com/wp-content/uploads/2013/05/Bps12_5MajorChallenges_Andersson.pdf
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* http://www.frostbite.com/wp-content/uploads/2013/05/Bps12_5MajorChallenges_Andersson.pdf
  
 
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Version du 23 mars 2019 à 21:20

Lien court vers cette page : https://vt.cx/ddj
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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

http://www.frostbite.com/wp-content/uploads/2013/05/GDC12_Stable_SSAO_In_BF3_With_STF.pdf http://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

http://www.frostbite.com/wp-content/uploads/2013/05/GDC12_Terrain_in_Battlefield3.pdf http://www.frostbite.com/wp-content/uploads/2013/05/GDC12_Terrain_in_Battlefield3.pptx

Realtime Interactive Water Waves 02/12

http://www.frostbite.com/wp-content/uploads/2013/05/water-interaction-ottosson_bjorn.pdf

http://www.frostbite.com/2011/12/shiny-pc-graphics-in-battlefield-3/ 12/11 http://www.frostbite.com/wp-content/uploads/2013/05/Shiny_PC_Graphics_in_BF3_pcfinal.pptx

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