Wednesday, July 29, 2009

White Papers Game Development



Game Development White Papers:
http://www.valvesoftware.com/publications/2007/SIGGRAPH2007_AlphaTestedMagnification.pdf

http://www.gamerendering.com/
Many white papers and some GLSL-Code Excellent Website

http://www.uni-koblenz.de/~ritschel/
more white papers

http://www.gamedev.net/community/for...opic_id=517130
GLSL-code for SSGI (see post No. 17)

http://www.ogre3d.org/forums/viewtopic.php?f=11&t=46794
more on SSGI

http://translate.google.de/translate...hl=de&ie=UTF-8
GI-technique used in Sonic Unleashed

http://machinesdontcare.wordpress.co...catter-shader/
GLSL-code for subsurface-scattering

http://developer.nvidia.com/object/env_reflections.html
Real-time Environment Reflections with OpenGL

http://developer.nvidia.com/page/documentation.html
more white papers from NVidia (I think you already know that page)

http://www.ozone3d.net/tutorials/index_glsl.php
Some GLSL Shader.

Chunked LOD:
http://tulrich.com/geekstuff/chunklod.html

PolyVox As An Open Source Digital Molecular Matter:
http://www.thermite3d.org/joomla/index.php

Outer Space:
http://www.gamedev.net/community/forums/mod/journal/journal.asp?jn=263350

Oct Tree Elimination For The Need of UV Space Image Mapping:
http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter37.html

Game Dev Website Famous Website For Game Development Been Around For A Long Time:
http://www.gamedev.net/

Deferred Lighting:
http://www.beyond3d.com/content/articles/19/1
http://www.infinity-universe.com/Infinity/index.php

GPU Assist:
http://graphics.cs.ucf.edu/GPUassist...Submission.pdf


http://igad.nhtv.nl/%7Ebikker/images/araunahqthumb.jpg
Real Time Ray Tracing using a new algorithm
to calculate shadows.
http://igad.nhtv.nl/~bikker/files/pointset.pdf
http://igad.nhtv.nl/%7Ebikker/
and here is a a demo: http://igad.nhtv.nl/~bikker/

Another Good Interactive Ray Tracing:
http://www.openrt.de/publications.php

starcraft ii:
http://www.scribd.com/doc/4898192/Gr...om-StarCraft-2

"Open Steer" Open Source AI System Based On Boids Type of Interactions:
http://opensteer.sourceforge.net/
http://sourceforge.net/forum/forum.p...orum_id=264792
http://www.thomaskrijnen.com/bbs/

For fluids, you could try and implement a sort of fake method with very cool results as seen here.

http://www.gamedev.net/community/for...opic_id=526062

http://artis.imag.fr/Publications/2009/YNBH09/

Steep Parallax Mapping:
http://graphics.cs.brown.edu/games/SteepParallax/index.html

Top Notch Really Excellent White Papers With Managed Shader System:

http://www.gdconf.com/conference/tutorials.html
http://research.tri-ace.com/

http://research.tri-ace.com/Data/SO4...processing.ppt

Some link of fast shadow map for large terrain:

http://www.gamedev.net/reference/art...rticle1817.asp

http://www.organicvectory.com/index....tent&Itemid=61

http://www.cg.tuwien.ac.at/research/vr/lispsm/

http://www.comp.nus.edu.sg/~tants/tsm.html

http://hax.fi/asko/PSSM.html

http://www.ogre3d.org/forums/viewtopic.php?f=1&t=46819

producing fluid sound effects automatically from 3d fluid simulations, and will appear at Siggraph:
http://developers.slashdot.org/story...oosh-and-Bloop

The central focus of this work is the automatic simplification of highly detailed polygonal surface models into faithful approximations containing fewer polygons.

there is also a link to an implementation you can try out as well.
http://mgarland.org/research/quadrics.html


iterative parallax mapping have better visual quality over steep parallax mapping:

here is paper if someone is interested
http://www.cescg.org/CESCG-2006/pape...ecz-Matyas.pdf

here are papers about relief mapping
http://fabio.policarpo.nom.br/Publications.html

and here is paper about cone mapping
http://www.lonesock.net/files/ConeStepMapping.pdf

Real Time GI:
http://dee.cz/lightsmark/

Blender Developments:
Screen Space Effects Filters SSAO+sunrays+chromatic_aberration+DoF:
http://blenderartists.org/forum/showthread.php?t=152343

Soft Shadows:
http://blenderartists.org/forum/showthread.php?t=155904

Relief Mapping:
http://blenderartists.org/forum/showthread.php?t=156062

Iterative Parallax Mapping:
http://blenderartists.org/forum/showthread.php?t=156019&highlight=Martinsh

HDR:
http://blenderartists.org/forum/showthread.php?t=161081&highlight=Martinsh

Fire:
http://blenderartists.org/forum/showthread.php?t=159006&highlight=Martinsh

Advanced Ocean Water Shader System:
http://blenderartists.org/forum/showthread.php?t=153769&highlight=Martinsh

Real Time SSS:
http://blenderartists.org/forum/showthread.php?t=158230&highlight=Martinsh

Cube Mapping With Reflections Transparencies with Fresnel Chromatic Abberations:
http://blenderartists.org/forum/showthread.php?t=153493&highlight=Martinsh

Non Real Time: SSGI
http://www.harkyman.com/2009/01/13/68/

Non Real Time Painting With Polygons:
http://www.outside-hollywood.com/siggraph/

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