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(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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Siggraph 2013 Technical papers
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<!-- Links checked 23/03/19 -->
http://www.youtube.com/watch?v=JAFhkdGtHck
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[[Catégorie:Jeux]]
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[[Catégorie:Langages de programmation]]
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[[Catégorie:Logiciels]]
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==Cheveux==
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== Cheveux ==
http://gfx.cs.princeton.edu/pubs/Luo_2013_SHC/structure-hair.pdf
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== [[Vidéos]] ==
http://www.youtube.com/watch?v=QCgWMIYGbV8
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{{#Widget:YouTube|id=QCgWMIYGbV8}}
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== [[Liens]] utiles ==
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* [https://gfx.cs.princeton.edu/pubs/Luo_2013_SHC/structure-hair.pdf princeton.edu] Structure-Aware Hair Capture
  
*[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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== Articles externes ==
*[http://www.pcgamer.com/2013/02/26/amds-tressfx-hair-rendering-magic-revealed-makes-laras-locks-look-loveliest-on-pc/
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* [https://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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* [https://www.pcgamer.com/2013/02/26/amds-tressfx-hair-rendering-magic-revealed-makes-laras-locks-look-loveliest-on-pc/ 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==
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== Scaling the pipeline 02/13 ==
http://www.frostbite.com/wp-content/uploads/2013/04/Scaling-the-pipeline.pptx
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* https://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
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* https://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
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* https://www.ea.com/frostbite/news/adaptive-hardware-accelerated-terrain-tessellation
  
==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
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* https://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
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* https://www.frostbite.com/wp-content/uploads/2013/05/Bps12_5MajorChallenges_Andersson.pdf
  
==Stable SSAO in Battlefield 3 with Selective Temporal Filtering 04/12==
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{{#Widget:YouTube|id=JAFhkdGtHck}}
http://www.frostbite.com/wp-content/uploads/2013/05/GDC12_Stable_SSAO_In_BF3_With_STF.pdf
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http://www.frostbite.com/wp-content/uploads/2013/05/GDC12_Stable_SSAO_In_BF3_With_STF.ppt
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==Terrain in Battlefield 3: A Modern, Complete and Scalable System 03/12==
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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_Terrain_in_Battlefield3.pdf
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* https://developer.nvidia.com/sites/default/files/akamai/gamedev/files/gdc12/GDC12_Bavoil_Stable_SSAO_In_BF3_With_STF.pdf
http://www.frostbite.com/wp-content/uploads/2013/05/GDC12_Terrain_in_Battlefield3.pptx
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==Realtime Interactive Water Waves 02/12==
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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/water-interaction-ottosson_bjorn.pdf
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* https://media.contentapi.ea.com/content/dam/eacom/frostbite/files/gdc12-terrain-in-battlefield3.pdf
  
http://www.frostbite.com/2011/12/shiny-pc-graphics-in-battlefield-3/ 12/11
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== Realtime Interactive Water Waves 02/12 ==
http://www.frostbite.com/wp-content/uploads/2013/05/Shiny_PC_Graphics_in_BF3_pcfinal.pptx
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* https://www.nada.kth.se/utbildning/grukth/exjobb/rapportlistor/2011/rapporter11/ottosson_bjorn_11105.pdf
  
=Liens utiles=
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= [[Liens]] utiles =
*[http://s2013.siggraph.org/ Siggraph 2013] Siggraph 2013 Technical papers
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* [http://s2013.siggraph.org/attendees/technical-papers Siggraph 2013] Siggraph 2013 Technical papers
*[http://developer.amd.com/tools-and-sdks/graphics-development/amd-radeon-sdk/ AMD Developer] Radeon SDK
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* [https://www.amd.com/fr/technologies/radeon-prorender-downloads AMD Developer] Radeon ProRender
*[http://www.frostbite.com/topics/publications/ Frosbite] Frosbite technical papers
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* [https://www.ea.com/frostbite/news 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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* [[Vulkan]]
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Version actuelle en date du 23 mars 2019 à 23:34

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Cheveux

Vidéos

Liens utiles

Articles externes

Scaling the pipeline 02/13

Adaptive Hardware-accelerated Terrain Tessellation 02/13

5 major challenges in real-time rendering 08/12

Stable SSAO in Battlefield 3 with Selective Temporal Filtering 04/12

Terrain in Battlefield 3: A Modern, Complete and Scalable System 03/12

Realtime Interactive Water Waves 02/12

Liens utiles

Articles Vulgum Techus

Commentaires

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