Papers/Articles/Presentations

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GDC2012 is over, and this year there are a huge number of available presentations. You can download the Game Developer Conference 2012 presentations from the GDC vault , Jare / Iguana has also kept a link collection from GDC 2012 . I've looked over all the technical publications available and put together this summary post. (Edit: I've updated this to cover some maths, physics, and graphics material I missed on the first pass - thanks Johan & Eric) I'll start with graphics. Louis Bavoil / nVidia and Johan Andersson / DICE have a presentation on "Stable SSAO in Battlefield 3 with Selective Temporal Filtering", ambient occlusion is a well established technique now, but they apply a quick way to use past data and the differences in Z buffer states between frames to intelligently reuse the AO results.

Adrian Boeing: Blog: Game Developers Conference 2012 - Technical summary

http://adrianboeing.blogspot.com/2012/04/game-developers-conference-2012.html
http://www.valvesoftware.com/publications.html Valve engineers and artists regularly contribute to industry and academic conferences, covering topics from the high level goals of our cabal development process to the inner workings of cutting-edge rendering algorithms.

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Rigid Body Dynamics - Chris Hecker's Website

Note: the text of this page is from my original website, and I haven't updated it in a while. Make sure you look at the physics category for all of the articles related to rigid body dynamics. I started getting interested in high end physical simulation for games sometime in 1995. Since I didn't know anything about physics or know any real math (I had calculus in high school and enjoyed it, but had forgotten most of it), I had to teach myself everything from scratch. Let me just say it was a total blast. I highly recommend everyone taking the time to learn something really big and new every once in a while, in addition to all the little things we're all [hopefully] learning every day. http://chrishecker.com/Rigid_Body_Dynamics