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GDC 2016 Links

Here are my growing links to GDC 2016 slides/presentations: Programming Advanced VR Rendering Performance  - Alex Vlachos An Excursion in Temporal Supersampling - Marco Salvi An Introduction to SPIR-V  - Neil Henning Building a Better Jump - J. Kyle Pittman Developing the Northlight Engine: Lessons Learned  - Ville Timonen Enlighten feature sets for large world games  - Geomerics Fast, Flexible, Physically-Based Volumetric Light Scattering – Nathan Hoobler Fixed Point Iteration  - Huw Bowles The runtime asset format forGL-based applications - Patrick Cozzi, Tony Parisi Improving Geometry Culling for ‘Deus Ex: Mankind Divided – Nicolas Trudel More Explosions, More Chaos, and Definitely More Blowing Stuff Up: Optimizations and New DirectX Features in Just Cause 3 - Antoine Cohade & Emil Persson Object Space Lighting  - Dan Baker Optimizing the Graphics Pipeline with Compute  - Graham Wihlidal Real-Time BC6H Compression on GPU ...

GDC 2015 Links

Here are [growing] links to GDC 2015 slides/presentations: Update: GDC Vault for GDC 2015 is now up!  Programming Track Khronos Group ( Link ) Khronos OpenCL GDC Khronos Vulkan GDC Valve Vulkan Session GDC Live Stream of Vulkan Session (Youtube) The Future of High-Performance Graphics Virtual Reality VR Direct: How NVIDIA Technology is Improving the VR Experience ( pptx ,  pdf ) - Nathan Reed, Dean Beeler Advanced VR Rendering  - Alex Vlachos Far Cry 4 Fast Iteration for Far Cry 4 - Optimizing Key Parts of Dunia Pipeline  - Remi Quenin Rendering the World of Far Cry 4  - Stephen McAuley Adaptive Virtual Texture Rendering in Far Cry 4  - Ka Chen Mesh Cutting in Farming Simulator 15 - Gino van den Bergen Advanced Visual Effects in 2D Games - Viktor Lidholt Great Management of Technical Leads - Mike Acton Code Clinic: How to Write Code the Compiler Can Actually Optimize - Mike Acton Parallelizing the Naughty Dog Engine Using ...