développement de jeux : Différence entre versions
(Page créée avec « Siggraph 2013 Technical papers http://www.youtube.com/watch?v=JAFhkdGtHck ==Cheveux== http://gfx.cs.princeton.edu/pubs/Luo_2013_SHC/structure-hair.pdf http://www.youtube.... ») |
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http://gfx.cs.princeton.edu/pubs/Luo_2013_SHC/structure-hair.pdf | http://gfx.cs.princeton.edu/pubs/Luo_2013_SHC/structure-hair.pdf | ||
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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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==Stable SSAO in Battlefield 3 with Selective Temporal Filtering 04/12== | ==Stable SSAO in Battlefield 3 with Selective Temporal Filtering 04/12== |
Version du 31 octobre 2013 à 10:46
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
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