Development Resource Summary

Source: Internet
Author: User

Make some summary, mainly in the realtime rendering field, there are actually a lot more, it is better to be refined, some friends know some good, please reply to inform me, THX in advance.

Gdc2013

Http://www.iguanademos.com/Jare/wp/

Theoretical area:

Ke-sen Huang ):

Http://kesen.realtimerendering.com/

Realtime Rendering

Http://www.realtimerendering.com/

GDC data

Http://www.gdcvault.com/

A new meeting

Http://graphics.cs.williams.edu/jcgt/index.html

Environment rendering:

Http://vterrain.org/

A pile of books:

Http://www.gameenginegems.net/gemsdb/index.php

NV, AMD, and Intel do not need to be written.

Forum area:

Beyond3d has been comparing hardcore:

Http://forum.beyond3d.com/

Geek3d

Http://www.geeks3d.com/

Altdevblogaday: a wide variety of gamedev blog articles

Http://altdevblogaday.com/


Hardcorestudio

Dice

Http://publications.dice.se/

Crytek

Http://crytek.com/cryengine/presentations

Insomniac

Http://www.insomniacgames.com/category/research-development/

Bungie

Http://www.bungie.net/Inside/publications.aspx

Tri-ACE (Star Ocean's development studio)

Http://research.tri-ace.com/

Http://gilab.udg.edu/

Http://www.bitsquid.se/technology.html#papers


Hardcore active guys

Johnhable

Http://filmicgames.com/

Chris Wyman

Http://www.divms.uiowa.edu /~ Cwyman/pubs.html

Rory

Http://www.rorydriscoll.com/

Jorge Jimenez a.k. A. iryoku

Http://www.iryoku.com/

Samuli Laine

Http://www.tml.tkk.fi /~ Samuli/

Cyril crassin, a researcher at NVIDIA, ue4 svogi lighting system from his research

Http://blog.icare3d.org

Self_shadow

Http://blog.selfshadow.com/

A good developer in China

Http://www.fseraph.com/

Graphic guy in Ubisoft

Http://blog.stevemcauley.com/

Michal valient, guerrilla games

Http://www.dimension3.sk/

Realtime Voxel

Http://realtimevoxels.blogspot.com/

 

Graphics & imaginglab

Http://gilab.udg.edu/

Http://gilab.udg.edu/

HotHttp://www.gdcvault.com/free/gdc-12 siggraph2012: Beyond programmable shadinghttp: // bps12.idav.ucdavis.edu/
Siggraph2012: physically based shadinghttp: // blog.selfshadow.com/publications/s2012-shading-course/
Advanced realtime rendering: http://advances.realtimerendering.com/s2012/index.html

This blog has accumulated:Drawing knowledge accumulation Http://blog.csdn.net/ccanan/article/details/7030751
Programming mode accumulation: http://blog.csdn.net/ccanan/article/details/6548994

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