Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)
Parallel Graphics in Frostbite - Current & Future (Siggraph 2009)
Parallel Futures of a Game Engine (v2.0)
Your Game Needs Direct3D 11, So Get Started Now!
The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware 2008)
Parallel Futures of a Game Engine
Advanced Real-time Post-Processing using GPGPU techniques
Low-level Graphics APIs
Wictor england keynote
Frankrike ..
Ultrafast singlet energy transfer competes with intersystem crossing in a multi-center transition metal polypyridine complex
Implications of rock structure on the performance in the near field of a nuclear waste repository
Explicit solutions to certain inf max problems from Turán power sum theory
Differential sorting of SNAP-25a and SNAP-25b proteins in neuroblastoma cells
Shadows & Decals: D3D10 Techniques in Frostbite (GDC'09)
The Rendering Pipeline - Challenges & Next Steps
Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing Techniques (GDC 2007)