développement de jeux : Différence entre versions
De Vulgum Techus
(→Adaptive Hardware-accelerated Terrain Tessellation 02/13) |
(→Stable SSAO in Battlefield 3 with Selective Temporal Filtering 04/12) |
||
Ligne 41 : | Ligne 41 : | ||
== Stable SSAO in Battlefield 3 with Selective Temporal Filtering 04/12 == | == Stable SSAO in Battlefield 3 with Selective Temporal Filtering 04/12 == | ||
− | * https:// | + | * https://developer.nvidia.com/sites/default/files/akamai/gamedev/files/gdc12/GDC12_Bavoil_Stable_SSAO_In_BF3_With_STF.pdf |
− | + | ||
== Terrain in Battlefield 3: A Modern, Complete and Scalable System 03/12 == | == Terrain in Battlefield 3: A Modern, Complete and Scalable System 03/12 == |
Version du 23 mars 2019 à 22:02
Lien court vers cette page : https://vt.cx/ddj QR code vers cette page : https://vt.cx/ddj.qr
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
- PC Gamer - 26/02/13 AMD's TressFX hair rendering magic revealed, makes Lara's 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
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