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== 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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* https://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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* https://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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* https://www.frostbite.com/wp-content/uploads/2013/05/Bps12_5MajorChallenges_Andersson.pdf
  
 
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{{#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 ==
http://www.frostbite.com/wp-content/uploads/2013/05/GDC12_Stable_SSAO_In_BF3_With_STF.pdf
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https://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
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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 ==
http://www.frostbite.com/wp-content/uploads/2013/05/GDC12_Terrain_in_Battlefield3.pdf
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https://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
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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 ==
http://www.frostbite.com/wp-content/uploads/2013/05/water-interaction-ottosson_bjorn.pdf
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https://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
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https://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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https://www.frostbite.com/wp-content/uploads/2013/05/Shiny_PC_Graphics_in_BF3_pcfinal.pptx
  
= Liens utiles =
+
= [[Liens]] utiles =
*[http://s2013.siggraph.org/ Siggraph 2013] Siggraph 2013 Technical papers
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* [https://s2013.siggraph.org/ Siggraph 2013] Siggraph 2013 Technical papers
*[http://developer.amd.com/tools-and-sdks/graphics-development/amd-radeon-sdk/ AMD Developer] Radeon SDK
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* [https://developer.amd.com/tools-and-sdks/graphics-development/amd-radeon-sdk/ AMD Developer] Radeon SDK
*[http://www.frostbite.com/topics/publications/ Frosbite] Frosbite technical papers
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* [https://www.frostbite.com/topics/publications/ Frosbite] Frosbite technical papers
  
 
= Articles [[Vulgum Techus]] =
 
= Articles [[Vulgum Techus]] =

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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

https://www.frostbite.com/wp-content/uploads/2013/05/GDC12_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

https://www.frostbite.com/wp-content/uploads/2013/05/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

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

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