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Volumn , Issue , 2007, Pages

Finding next gen - CryEngine 2

Author keywords

[No Author keywords available]

Indexed keywords

ALTERNATIVE APPROACH; GERMAN COMPANIES; GRAPHICS HARDWARE; OTHER ALGORITHMS; RENDERING ALGORITHMS;

EID: 79960167052     PISSN: None     EISSN: None     Source Type: Conference Proceeding    
DOI: None     Document Type: Conference Paper
Times cited : (187)

References (17)
  • 1
  • 3
    • 84885750158 scopus 로고    scopus 로고
    • Shadow Mapping: GPU-based Tips and Techniques
    • ISIDORO J. 2006. Shadow Mapping: GPU-based Tips and Techniques. GDC presentation. http://ati.amd.com/developer/gdc/2006/Isidoro-ShadowMapping. pdf
    • (2006) GDC presentation
    • ISIDORO, J.1
  • 6
    • 56749114948 scopus 로고    scopus 로고
    • RenderMan in Production
    • Course 16
    • LANDIS, H., 2002. RenderMan in Production, ACM SIGGRAPH 2002 Course 16.
    • (2002) ACM SIGGRAPH , pp. 2002
    • LANDIS, H.1
  • 7
    • 77949557944 scopus 로고    scopus 로고
    • April
    • MICROSOFT DIRECTX SDK. April 2007. http://www. microsoft.com/downloads/details.aspx?FamilyID=86cf7fa2-e953-475c-abde- f016e4f7b61a&DisplayLang=en
    • (2007)
  • 10
    • 57049179415 scopus 로고    scopus 로고
    • Method and Computer Program Product for Lighting a Computer Graphics Image and a Computer
    • US Patent 2004/0155879 A1, August 12, 2004
    • MITTRING, M. 2004. Method and Computer Program Product for Lighting a Computer Graphics Image and a Computer. US Patent 2004/0155879 A1, August 12, 2004.
    • (2004)
    • MITTRING, M.1
  • 13
    • 34547400968 scopus 로고    scopus 로고
    • Efficient Soft-Edged Shadows Using Pixel Shader Branching
    • M. Pharr, Ed, Addison-Wesley, pp
    • URALSKY, Y. 2005. Efficient Soft-Edged Shadows Using Pixel Shader Branching. In GPU Gems 2, M. Pharr, Ed., Addison-Wesley, pp. 269-282.
    • (2005) GPU Gems , vol.2 , pp. 269-282
    • URALSKY, Y.1
  • 14
    • 84860031882 scopus 로고    scopus 로고
    • Far Cry and DirectX
    • San Francisco, CA
    • WENZEL C. 2005. Far Cry and DirectX. GDC presentation, San Francisco, CA http://ati.amd.com/developer/gdc/D3DTutorial08-FarCryAndDX9.pdf
    • (2005) GDC presentation
    • WENZEL, C.1
  • 15
    • 57049184539 scopus 로고    scopus 로고
    • Real-time Atmospheric Effects in Games. Course 26: Advanced Real-Time Rendering in 3D Graphics and Games
    • Boston, MA. August
    • WENZEL, C. 2006. Real-time Atmospheric Effects in Games. Course 26: Advanced Real-Time Rendering in 3D Graphics and Games. Siggraph, Boston, MA. August 2006 http://ati.amd.com/developer/techreports/2006/SIGGRAPH2006/Course- 26-SIGGRAPH-2006.pdf
    • (2006) Siggraph
    • WENZEL, C.1
  • 16
    • 57049152218 scopus 로고    scopus 로고
    • Real-time Atmospheric Effects in Games Revisited
    • March 5-9, San Francisco, CA, 2007
    • WENZEL C. 2007. Real-time Atmospheric Effects in Games Revisited. Conference Session. GDC 2007. March 5-9, 2007, San Francisco, CA. http://ati.amd.com/developer/gdc/2007/D3DTutorial-Crytek.pdf
    • (2007) Conference Session. GDC
    • WENZEL, C.1


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.