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[[Catégorie:Jeux]]
 
[[Catégorie:Jeux]]
==Cheveux==
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[[Catégorie:Langages de programmation]]
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== Cheveux ==
 
http://gfx.cs.princeton.edu/pubs/Luo_2013_SHC/structure-hair.pdf
 
http://gfx.cs.princeton.edu/pubs/Luo_2013_SHC/structure-hair.pdf
 
http://www.youtube.com/watch?v=QCgWMIYGbV8
 
http://www.youtube.com/watch?v=QCgWMIYGbV8
  
*[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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* [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
*[http://www.pcgamer.com/2013/02/26/amds-tressfx-hair-rendering-magic-revealed-makes-laras-locks-look-loveliest-on-pc/
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* [http://www.pcgamer.com/2013/02/26/amds-tressfx-hair-rendering-magic-revealed-makes-laras-locks-look-loveliest-on-pc/
  
==Scaling the pipeline 02/13==
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== Scaling the pipeline 02/13 ==
 
http://www.frostbite.com/wp-content/uploads/2013/04/Scaling-the-pipeline.pptx
 
http://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
 
http://www.frostbite.com/wp-content/uploads/2013/04/Scaling-the-Pipeline.pdf
  
==Adaptive Hardware-accelerated Terrain Tessellation 02/13==
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== Adaptive Hardware-accelerated Terrain Tessellation 02/13 ==
 
http://www.frostbite.com/wp-content/uploads/2013/05/adaptive_terrain_tessellation.pdf
 
http://www.frostbite.com/wp-content/uploads/2013/05/adaptive_terrain_tessellation.pdf
  
==5 major challenges in real-time rendering 08/12==
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== 5 major challenges in real-time rendering 08/12 ==
 
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.pptx
 
http://www.frostbite.com/wp-content/uploads/2013/05/Bps12_5MajorChallenges_Andersson.pdf
 
http://www.frostbite.com/wp-content/uploads/2013/05/Bps12_5MajorChallenges_Andersson.pdf
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{{#Widget:YouTube|id=JAFhkdGtHck}}
 
{{#Widget:YouTube|id=JAFhkdGtHck}}
  
==Stable SSAO in Battlefield 3 with Selective Temporal Filtering 04/12==
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== 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.pdf
 
http://www.frostbite.com/wp-content/uploads/2013/05/GDC12_Stable_SSAO_In_BF3_With_STF.ppt
 
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==
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== 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.pdf
 
http://www.frostbite.com/wp-content/uploads/2013/05/GDC12_Terrain_in_Battlefield3.pptx
 
http://www.frostbite.com/wp-content/uploads/2013/05/GDC12_Terrain_in_Battlefield3.pptx
  
==Realtime Interactive Water Waves 02/12==
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== Realtime Interactive Water Waves 02/12 ==
 
http://www.frostbite.com/wp-content/uploads/2013/05/water-interaction-ottosson_bjorn.pdf
 
http://www.frostbite.com/wp-content/uploads/2013/05/water-interaction-ottosson_bjorn.pdf
  
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http://www.frostbite.com/wp-content/uploads/2013/05/Shiny_PC_Graphics_in_BF3_pcfinal.pptx
 
http://www.frostbite.com/wp-content/uploads/2013/05/Shiny_PC_Graphics_in_BF3_pcfinal.pptx
  
=Liens utiles=
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= Liens utiles =
 
*[http://s2013.siggraph.org/ Siggraph 2013] Siggraph 2013 Technical papers
 
*[http://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
 
*[http://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
 
*[http://www.frostbite.com/topics/publications/ Frosbite] Frosbite technical papers
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= Articles [[Vulgum Techus]] =
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* [[développement de logiciels]]
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* [[langages de programmation]]
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* [[moteurs de jeux]]
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= Commentaires =
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Version du 12 août 2014 à 13:29

Lien court vers cette page : http://vt.cx/ddj
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Cheveux

http://gfx.cs.princeton.edu/pubs/Luo_2013_SHC/structure-hair.pdf http://www.youtube.com/watch?v=QCgWMIYGbV8

Scaling the pipeline 02/13

http://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

Adaptive Hardware-accelerated Terrain Tessellation 02/13

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

5 major challenges in real-time rendering 08/12

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

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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