cohaereo/alkahest

GitHub: cohaereo/alkahest

《命运 2》游戏资源查看与渲染器还原工具,附带丰富的图形学技术参考资料。

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# Alkahest ## 资源 - [将艺术转化为技术:《命运 2》中受物理启发的着色](https://gdcvault.com/play/1025290/Translating-Art-into-Technology-Physically) - Alexis Haraux, Nate Hawbaker (GDC 2018) ([PDF](https://ubm-twvideo01.s3.amazonaws.com/o1/vault/gdc2018/presentations/Haraux_Alexis_Hawbaker_Nate_Translating_Art_Into_Technology.pdf)) - [《命运》的视觉特效技术](https://gdcvault.com/play/1025282/The-Visual-Effects-Technology-of) - Ali Mayyasi, Brandon Whitley (GDC 2018) - [《命运》着色器管线](https://gdcvault.com/play/1024231/-Destiny-Shader) - Natalya Tatarchuk , Chris Tchou (GDC 2017) ([PDF](https://advances.realtimerendering.com/destiny/gdc_2017/Destiny_shader_system_GDC_2017_v.4.0.pdf)) - [《命运》粒子架构](https://advances.realtimerendering.com/s2017/Destiny_Particle_Architecture_Siggraph_Advances_2017.pptx) - Brandon Whitley (SIGGRAPH 2017) - [《命运》的多线程渲染架构](https://gdcvault.com/play/1021926/Destiny-s-Multithreaded-Rendering) - Natalya Tatarchuk (GDC 2015) ([PDF](https://advances.realtimerendering.com/destiny/gdc_2015/Tatarchuk_GDC_2015__Destiny_Renderer_web.pdf)) - [将整个《命运》引擎多线程化](https://gdcvault.com/play/1022164/Multithreading-the-Entire-Destiny) - Barry Genova (GDC 2015) - [来自《命运》核心引擎架构的经验教训](https://gdcvault.com/play/1022105/Lessons-from-the-Core-Engine) - Chris Butcher (GDC 2015) - [应用于电子游戏的图形学研究](https://advances.realtimerendering.com/destiny/i3d_2015/I3D_Tatarchuk_keynote_2015_for_web.pdf) - Natalya Tatarchuk (I3D 2015) - [创作内容以驱动《命运》的投入型游戏](https://advances.realtimerendering.com/destiny/siggraph2014/bungie_gear_production_siggraph_2014_web_ready.pdf) - Natalya Tatarchuk (SIGGRAPH 2014) - [使用 Umbra 3 为《命运》的关卡创建与渲染赋能](https://gdcvault.com/play/1017834/Powering-up-Destiny-s-Level) - Hao Chen, Otso Makinen (GDC 2013) - [《命运》:从神话科幻到实时渲染](https://advances.realtimerendering.com/s2013/Tatarchuk-Destiny-SIGGRAPH2013.pdf) - Natalya Tatarchuk (SIGGRAPH 2013) - [Bungie 的光照研究](https://advances.realtimerendering.com/s2009/SIGGRAPH%202009%20-%20Lighting%20Research%20at%20Bungie.pdf) - Hao Chen, Natalya Tatarchuk (SIGGRAPH 2009)
标签:云资产清单, 图形渲染, 游戏开发, 游戏引擎, 着色器, 资源查看器, 逆向工程, 通知系统