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== Terrain in Battlefield 3: A Modern, Complete and Scalable System 03/12 ==
 
== Terrain in Battlefield 3: A Modern, Complete and Scalable System 03/12 ==
* https://www.frostbite.com/wp-content/uploads/2013/05/GDC12_Terrain_in_Battlefield3.pdf
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* https://media.contentapi.ea.com/content/dam/eacom/frostbite/files/gdc12-terrain-in-battlefield3.pdf
* https://www.frostbite.com/wp-content/uploads/2013/05/GDC12_Terrain_in_Battlefield3.pptx
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== Realtime Interactive Water Waves 02/12 ==
 
== Realtime Interactive Water Waves 02/12 ==
* https://www.frostbite.com/wp-content/uploads/2013/05/water-interaction-ottosson_bjorn.pdf
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* https://www.nada.kth.se/utbildning/grukth/exjobb/rapportlistor/2011/rapporter11/ottosson_bjorn_11105.pdf
* https://www.frostbite.com/2011/12/shiny-pc-graphics-in-battlefield-3/ 12/11
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* https://www.frostbite.com/wp-content/uploads/2013/05/Shiny_PC_Graphics_in_BF3_pcfinal.pptx
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= [[Liens]] utiles =
 
= [[Liens]] utiles =
* [https://s2013.siggraph.org/ Siggraph 2013] Siggraph 2013 Technical papers
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* [http://s2013.siggraph.org/attendees/technical-papers Siggraph 2013] Siggraph 2013 Technical papers
* [https://developer.amd.com/tools-and-sdks/graphics-development/amd-radeon-sdk/ AMD Developer] Radeon SDK
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* [https://www.amd.com/fr/technologies/radeon-prorender-downloads AMD Developer] Radeon ProRender
* [https://www.frostbite.com/topics/publications/ Frosbite] Frosbite technical papers
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* [https://www.ea.com/frostbite/news Frosbite] Frosbite technical papers
  
 
= Articles [[Vulgum Techus]] =
 
= Articles [[Vulgum Techus]] =

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Scaling the pipeline 02/13

Adaptive Hardware-accelerated Terrain Tessellation 02/13

5 major challenges in real-time rendering 08/12

Stable SSAO in Battlefield 3 with Selective Temporal Filtering 04/12

Terrain in Battlefield 3: A Modern, Complete and Scalable System 03/12

Realtime Interactive Water Waves 02/12

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