Link collection of world-space top-down graphics techniques
- "Rain occlusion texture" at Remember Me. GDCE 2013
- "Height-based ambient" at Crysis3. GDCE 2013.
- "World Space XZ tiled light-indexing" at "Making it Large, Beautiful, Fast and Consistent: Lesson Learned Developing Just Cause 2" GPU Pro. Emil Persson.
- "Artist Directable Real Time Rain Rendering in City Environments" AMD. GDC2006