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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

https://www.frostbite.com/wp-content/uploads/2013/05/GDC12_Stable_SSAO_In_BF3_With_STF.pdf https://www.frostbite.com/wp-content/uploads/2013/05/GDC12_Stable_SSAO_In_BF3_With_STF.ppt

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 https://www.frostbite.com/wp-content/uploads/2013/05/GDC12_Terrain_in_Battlefield3.pptx

Realtime Interactive Water Waves 02/12

https://www.frostbite.com/wp-content/uploads/2013/05/water-interaction-ottosson_bjorn.pdf

https://www.frostbite.com/2011/12/shiny-pc-graphics-in-battlefield-3/ 12/11 https://www.frostbite.com/wp-content/uploads/2013/05/Shiny_PC_Graphics_in_BF3_pcfinal.pptx

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