GDC 2003 관련된 News, Proceedings, 관련 기사, 사진
(사진 출처 : Watch Impress)
http://www.gamasutra.com/gdc2003/index.shtml
http://www.gdconf.com/archives/2003/
http://developer.nvidia.com/view.asp?IO=presentations
- Advanced Visual Effects with Direct3D
- DirectX 9.0 Introduction and Features -Introduction to DirectX 9.0, as well as the course outline.
- Introduction to the DirectX 9.0 Shader Models -Understanding the DirectX 9.0 shader models and how to use them, including VS and PS 2_0 as well as 2_x.
- D3DX Effects and the DirectX 9 High-Level Shading Language -How to add shaders to your production pipeline using DirectX 9's HLSL.
- Special Effects in DirectX 9 -Creating glow, volume fog, shadows, and real-time fur effects.
- "Batch, Batch, Batch:" What Does It Really Mean? - Understanding batching of geometry and its effect on rendering performance.
- Advanced OpenGL Game Programming
- OpenGL ARB_vertex_program - Understanding the ARB_vertex_program OpenGL extension.
- OpenGL Shader Tricks - How to implement motion blur and cloth simulation using OpenGL.
- Summed Area Tables using Graphics Hardware - Introduction to summed area tables, and how to implement them using graphics hardware.
- From Gaffer to Game Engine: Cinematic Methods and Real-time Tricks
An introduction to cinematic techniques, and ideas for how to apply them in real-time.
- Hardware Shaders for the Artist : An introduction to hardware shaders, targeted at artists.
- Optimized Stenciled Shadow Volumes : Conceptual and implementation details about using shadow volumes for shadow generation.
- Simulation and Animation with Hardware-Accelerated Procedural Textures : How to use the GPU for procedural texturing, general purpose calculations, and simulation.
- All You Can Eat Polygons: Without the Fat : LOD generation using NVIDIA's Melody tool.
- Programming the GPU using High-Level Shading Languages
- Cg Language Overview : An introduction to the Cg Language syntax and constructs.
- Using the Cg Runtime : An introduction to the Cg runtime library.
- Introduction to CgFX : An introduction to CgFX and the CgFX tools for 3ds max, Maya, and SOFTIMAGE|XSI.
- Graphics Pipeline Performance : Graphics pipeline bottlenecks and how to overcome them.
- Ogres and Fairies: Secrets of the NVIDIA Demo Team : Insight into how the Dawn, Ogre, Time Machine, and Toys demos were created by the NVIDIA Demo Team.
http://mirror.ati.com/developer/techpapers.html 에 GDC2003 문서가 올라 왔습니다.
- Advanced Visual Effects with Direct3D - Intro and Features - GDC 2003
- Advanced Visual Effects with Direct3D - Shader Models - GDC 2003
- Advanced Visual Effects with Direct3D - HLSL - GDC 2003
- Advanced Visual Effects with Direct3D - Performance - GDC 2003
- Advanced Visual Effects with Direct3D - Special Effects - GDC 2003
- Designing a Portable Shader Library for Current and Future API's - GDC 2003
- Real-Time 3D Scene Post-processing - GDC 2003
- Video Image Processing Using Shaders - GDC 2003
- Optional movie files - ripple.avi | spice.avi | spin.avi
- Beginner Shader Programming with Render Monkey - GDC 2003
- Direct3D HLSL Programming using Render Monkey IDE - GDC 2003
- Rendering Native Materials in Hardware - GDC 2003
- Rendering 3DS Max Standard Materials in Hardware - GDC 2003
- Displacement Mapping Presentation - GDC 2003
- Displacement Mapping Notes - GDC 2003
- Havey Smith (aks Witchboy)
- SCEA R&D (Sony Computer Entertainment America Research and Development) GDC 2003 SLIDES (http://research.scea.com/)
- Faster Math Functions (2003) - Robin Green
- Spherical Harmonic Lighting : The Gritty Details - Robin Green
- Introduction to the Performance Analyzer for Playstation 2 - K. Bender, G. Audy
- Memory Optimization - C. Ericson
참고로,
- Microsoft Power Point Viewer는 여기에 있습니다.
- Adobe Acrobat Reader 5.5는 여기에 있습니다.
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