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Graphics: Scene Management


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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GPU Gems 3


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AI Game
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