Game Development Reference
In-Depth Information
[Andersson 09] Johan Andersson. “Parallel Graphics in Frostbite - Current &
Future.” SIGGRAPH Course: Beyond Programmable Shading, New Or-
leans, LA, August 6, 2009. (Available at
04-JAndersson-ParallelFrostbite-Siggraph09.pdf. )
[Balestra and Engstad 08] Christophe Balestra and P al-Kristian Engstad. “The
Technology of Uncharted: Drake's Fortune.” Presentation, Game Developer
Conference, San Francisco, CA, 2008. (Available at http://www.naughtydog.
com/docs/Naughty-Dog-GDC08-UNCHARTED-Tech.pdf. )
[Enderton et al. 10] Eric Enderton, Erik Sintorn, Peter Shirley, and David Lue-
bke. “Stochastic Transparency.” In I3D '10: Proceedings of the 2010 ACM
SIGGRAPH Symposium on Interactive 3D Graphics and Games , pp. 157-
164. New York: ACM, 2010.
[Engel 09] Wolfgang Engel. “The Light Pre-Pass Renderer: Renderer Design
for Ecient Support of Multiple Lights.” SIGGRAPH Course: Advances
in Real-Time Rendering in 3D Graphics and Games, New Orleans, LA,
August 3, 2009. (Available at
type=topnews&link=Siggraph 09. )
[Hargreaves and Harris 04] Shawn Hargreaves and Mark Harris. “De-
ferred Shading.” Presentation, NVIDIA Developer Conference: 6800
Leagues Under the Sea, London, UK, June 29, 2004. (Available
6800 Leagues/6800 Leagues Deferred Shading.pdf.)
[Kircher and Lawrance 09] Scott Kircher and Alan Lawrance. “Inferred Lighting:
Fast Dynamic Lighting and Shadows for Opaque and Translucent Objects.”
In Sandbox '09: Proceedings of the 2009 ACM SIGGRAPH Symposium on
Video Games , pp. 39-45. New York: ACM, 2009.
[Lauritzen 10] Andrew Lauritzen. “Deferred Rendering for Current and Future
Rendering Pipelines.” SIGGRAPH Course: Beyond Programmable Shading,
Los Angeles, CA, July 29, 2010. (Available at
talks/12-lauritzen DeferredShading BPS SIGGRAPH2010.pdf. )
[Olsson and Assarsson 11] Ola Olsson and Ulf Assarsson. “Tiled Shading.” Jour-
nal of Graphics, GPU, and Game Tools 15:4 (2011), 235-251. (Available at )
[Olsson et al. 12a] Ola Olsson, Markus Billeter, and Ulf Assarsson. “Clustered
and Tiled Forward Shading: Supporting Transparency and MSAA.” In SIG-
GRAPH '12: ACM SIGGRAPH 2012 Talks , article no. 37. New York: ACM,
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