développement de jeux : Différence entre versions
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[[Catégorie:Jeux]] | [[Catégorie:Jeux]] | ||
− | ==Cheveux== | + | [[Catégorie:Langages de programmation]] |
+ | '''[[Lien court]]''' vers cette page : http://vt.cx/ddj<br/> | ||
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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 | + | * [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/ | + | * [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== | + | == 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== | + | == 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== | + | == 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 | ||
Ligne 20 : | Ligne 39 : | ||
{{#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 == |
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== | + | == 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== | + | == 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 | ||
Ligne 34 : | Ligne 53 : | ||
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= | + | = 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 | ||
+ | |||
+ | = Articles [[Vulgum Techus]] = | ||
+ | * [[développement de logiciels]] | ||
+ | * [[langages de programmation]] | ||
+ | * [[moteurs de jeux]] | ||
+ | |||
+ | = Commentaires = | ||
+ | {{#widget:DISQUS | ||
+ | |id=vulgumtechus | ||
+ | }} |
Version du 12 août 2014 à 12:29
Lien court vers cette page : http://vt.cx/ddj
QR code vers cette page : http://vt.cx/ddj.qr
Sommaire
- 1 Cheveux
- 2 Scaling the pipeline 02/13
- 3 Adaptive Hardware-accelerated Terrain Tessellation 02/13
- 4 5 major challenges in real-time rendering 08/12
- 5 Stable SSAO in Battlefield 3 with Selective Temporal Filtering 04/12
- 6 Terrain in Battlefield 3: A Modern, Complete and Scalable System 03/12
- 7 Realtime Interactive Water Waves 02/12
- 8 Liens utiles
- 9 Articles Vulgum Techus
- 10 Commentaires
Cheveux
http://gfx.cs.princeton.edu/pubs/Luo_2013_SHC/structure-hair.pdf http://www.youtube.com/watch?v=QCgWMIYGbV8
- 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/
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
Liens utiles
- Siggraph 2013 Siggraph 2013 Technical papers
- AMD Developer Radeon SDK
- Frosbite Frosbite technical papers