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