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Graphics Programming: Scene Management
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Tiago Sousa, Nick Kasyan, and Nicolas Schulz GPU Pro 3 |
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Pascal Gautron, Jean-Eudes Marvie and Ga�l Sourimant GPU Pro 3 |
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 |
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Benjam�n Hern�ndez and Isaac Rudomin GPU Pro 2 |
Multi-Fragment Effects on the GPU Using Bucket Sort |
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Meng-Cheng Huang, Fang Liu, Xue-Hui Liu, and En-Hua Wu GPU Pro" |
Parallelized Light Pre-Pass Rendering with the Cell Broadband Engine |
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Steven Tovey and Stephen McAuley GPU Pro" |
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 |
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Gabriyel Wong and Jianliang Wang ShaderX7 |
Game Engine Friendly Occlusion Culling |
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Jiri Bittner, Oliver Mattausch, Michael Wimmer ShaderX7 |
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 |
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Kurt Pelzer and Oliver Hoeller (Piranha Bytes) GPU Gems 2 |
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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