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GPU Gems
2004

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2005

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2007

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2002

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2003

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2004

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2006

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Graphics: Scene Management


CryENGINE 3

Tiago Sousa, Nick Kasyan, and Nicolas Schulz
GPU Pro 3, 2012.

Z3 Culling

Pascal Gautron, Jean-Eudes Marvie and Ga�l Sourimant
GPU Pro 3, 2012.

Quaternion-based Rendering Pipeline

Dzmitry Malyshau
GPU Pro 3, 2012.

Implementing a Directionally Adaptive Edge AA Filter using DirectX 11

Matthew Johnson
GPU Pro 3, 2012.

Designing a Data-Driven Renderer

Donal Revie
GPU Pro 3, 2012.

A Rendering Pipeline for Real-time Crowds

Benjam�n Hern�ndez and Isaac Rudomin
GPU Pro 2, 2011.

Multi-Fragment Effects on the GPU Using Bucket Sort

Meng-Cheng Huang, Fang Liu, Xue-Hui Liu, and En-Hua Wu
GPU Pro, 2010.

Parallelized Light Pre-Pass Rendering with the Cell Broadband Engine

Steven Tovey and Stephen McAuley
GPU Pro, 2010.

Porting Code between Direct3D9 and OpenGL 2.0

Wojciech Sterna
GPU Pro, 2010.

Practical Thread Rendering for DirectX 9

David Pangerl
GPU Pro, 2010.

Cross Platform Rendering Thread: Design and Implementation

Guillaume Blanc
ShaderX7, 2009.

Automatic Load Balancing Shader Framework

Gabriyel Wong and Jianliang Wang
ShaderX7, 2009.

Game Engine Friendly Occlusion Culling

Jiri Bittner, Oliver Mattausch, Michael Wimmer
ShaderX7, 2009.

Designing a Renderer for Multiple Lights - The Light Pre-Pass Renderer

Wolfgang Engel
ShaderX7, 2009.

Elemental Engine II

Kenneth Hurley
ShaderX7, 2009.

Better Geometry Batching Using Light Buffers

Renaldas Zioma
ShaderX4, 2006.

Case Study: Designing a Shader Subsystem for a Next-Gen Graphics Engine

Wolfgang Engel
ShaderX4, 2006.

Inside Geometry Instancing

Francesco Carucci (Lionhead Studios)
GPU Gems 2, 2005.

Segment Buffering

Jon Olick (2015)
GPU Gems 2, 2005.

Optimizing Resource Management with Multi-Streaming

Kurt Pelzer and Oliver Hoeller (Piranha Bytes)
GPU Gems 2, 2005.

Optimization Techniques for Rendering Massive Quantities of Mesh Deformed Characters in Real-Time

John W. Ratcliff (Ageia Technologies, Inc)
Massively Multiplayer Game Development 2, 2005.

Graphics Pipeline Performance

Cem Cebenoyan (NVIDIA)
GPU Gems, 2004.

Improved Batching via Texture Atlases

Matthias Wloka
ShaderX3, 2004.

An Extensible Direct3D Resource Management System

Wessam Bahnassi
ShaderX3, 2004.

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