développement de jeux : Différence entre versions
De Vulgum Techus
Ligne 32 : | Ligne 32 : | ||
== 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 |
== 5 major challenges in real-time rendering 08/12 == | == 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://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 == | == 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 == | == 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 | |
− | = Liens utiles = | + | = [[Liens]] utiles = |
− | *[ | + | * [https://s2013.siggraph.org/ Siggraph 2013] Siggraph 2013 Technical papers |
− | *[ | + | * [https://developer.amd.com/tools-and-sdks/graphics-development/amd-radeon-sdk/ AMD Developer] Radeon SDK |
− | *[ | + | * [https://www.frostbite.com/topics/publications/ Frosbite] Frosbite technical papers |
= Articles [[Vulgum Techus]] = | = Articles [[Vulgum Techus]] = |
Version du 23 mars 2019 à 21:57
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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
- [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
- 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
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
Liens utiles
- Siggraph 2013 Siggraph 2013 Technical papers
- AMD Developer Radeon SDK
- Frosbite Frosbite technical papers