- Siggraph
- Unreal publications
- Crytek publications
- NVIDIA
- AMD publications
- Valve publications
- Dice publications
- Guerrilla publications
- Unity
- Misc
Siggraph
2013
2012
- links
- Practical Physically Based Shading in Film and Game Production
- Optimizing Realistic Rendering with Many-Light Methods
2011
2010
Advances in Real-Time Rendering in 3D Graphics and Games
Beyond Programmable Shading
Unreal publications
Real Shading in Unreal Engine 4 (Brian Karis)
The Technology Behind the “Unreal Engine 4 Elemental Demo”
The Technology Behind the DirectX 11 Unreal Engine”Samaritan” Demo
Rendering Techniques in Gears of War 2
Crytek publications
Secrets of CryENGINE 3 Graphics Technology
The Rendering Technologies of Crysis 3
The rendering technologies of the CryENGINE® 2
Porting Game Engines to Direct3D 10: Crysis / CryEngine™ 2
NVIDIA
Visual Computing Theater at SIGGRAPH 2013
Ray Tracing is the Future and ever will be…
Real-time Shadow Algorithms and Techniques
AMD publications
Valve publications
Dice publications
Guerrilla publications
The Rendering Technology of Killzone 2
Deferred Rendering in Killzone 2
Unity
Unity: The Chase - Pushing the Limits of Modern Mobile GPU
Misc
Star Ocean 4 - Flexible Shader Managment and Post-processing