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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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2006

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2008

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2009

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2010

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2011

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2012

Massively Multiplayer Game Development
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Graphics Programming: Scene Management


CryENGINE 3

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

Z3 Culling

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

Quaternion-based Rendering Pipeline

Dzmitry Malyshau
GPU Pro 3

Implementing a Directionally Adaptive Edge AA Filter using DirectX 11

Matthew Johnson
GPU Pro 3

Designing a Data-Driven Renderer

Donal Revie
GPU Pro 3

A Rendering Pipeline for Real-time Crowds

Benjam�n Hern�ndez and Isaac Rudomin
GPU Pro 2

Multi-Fragment Effects on the GPU Using Bucket Sort

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

Parallelized Light Pre-Pass Rendering with the Cell Broadband Engine

Steven Tovey and Stephen McAuley
GPU Pro"

Porting Code between Direct3D9 and OpenGL 2.0

Wojciech Sterna
GPU Pro"

Practical Thread Rendering for DirectX 9

David Pangerl
GPU Pro"

Cross Platform Rendering Thread: Design and Implementation

Guillaume Blanc
ShaderX7

Automatic Load Balancing Shader Framework

Gabriyel Wong and Jianliang Wang
ShaderX7

Game Engine Friendly Occlusion Culling

Jiri Bittner, Oliver Mattausch, Michael Wimmer
ShaderX7

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

Wolfgang Engel
ShaderX7

Elemental Engine II

Kenneth Hurley
ShaderX7

Better Geometry Batching Using Light Buffers

Renaldas Zioma
ShaderX4

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

Wolfgang Engel
ShaderX4

Inside Geometry Instancing

Francesco Carucci (Lionhead Studios)
GPU Gems 2

Segment Buffering

Jon Olick (2015)
GPU Gems 2

Optimizing Resource Management with Multi-Streaming

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

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

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

Graphics Pipeline Performance

Cem Cebenoyan (NVIDIA)
GPU Gems

Improved Batching via Texture Atlases

Matthias Wloka
ShaderX3

An Extensible Direct3D Resource Management System

Wessam Bahnassi
ShaderX3

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