Graphics: Scene Management
Quaternion-based Rendering Pipeline |
Implementing a Directionally Adaptive Edge AA Filter using DirectX 11 |
Designing a Data-Driven Renderer |
A Rendering Pipeline for Real-time Crowds |
Multi-Fragment Effects on the GPU Using Bucket Sort |
Parallelized Light Pre-Pass Rendering with the Cell Broadband Engine |
Porting Code between Direct3D9 and OpenGL 2.0 |
Practical Thread Rendering for DirectX 9 |
Cross Platform Rendering Thread: Design and Implementation |
Automatic Load Balancing Shader Framework |
Game Engine Friendly Occlusion Culling |
Designing a Renderer for Multiple Lights - The Light Pre-Pass Renderer |
Better Geometry Batching Using Light Buffers |
Case Study: Designing a Shader Subsystem for a Next-Gen Graphics Engine |
Inside Geometry Instancing |
Optimizing Resource Management with Multi-Streaming |
Optimization Techniques for Rendering Massive Quantities of Mesh Deformed Characters in Real-Time |
Graphics Pipeline Performance |
Improved Batching via Texture Atlases |
An Extensible Direct3D Resource Management System |
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