2016-03-26 Slides of game graphics at GDC2016 GDC GAME_GFX Optimizing the Graphics Pipeline with Compute by FrostBite http://www.frostbite.com/2016/03/optimizing-the-graphics-pipeline-with-compute/ pptx : http://www.wihlidal.ca/Presentations/GDC_2016_Compute.pptx pdf : http://www.wihlidal.ca/Presentations/GDC_2016_Compute.pdf Temporal supersampling for anti-aliasing and denoising via @marcosalvi dropbox : https://www.dropbox.com/sh/dmye840y307lbpx/AAAQpC0MxMbuOsjm6XmTPgFJa?dl=0 Object Space Lighting – following Film rendering 2 decades later in real time via @KostasAAA http://www.oxidegames.com/2016/03/19/object-space-lighting-following-film-rendering-2-decades-later-in-real-time/ pptx : http://oxidegames.com/wp-content/uploads/2016/03/Object-Space-Lighting-Rev-21.pptx Stable specular highlights via @Kaplanyan pdf : https://www.dropbox.com/s/ud1x6e0e13u8qh9/akaplanyan_specular_aa.pdf?dl=0 pptx : https://www.dropbox.com/s/399wqjx05a33p97/akaplanyan_specular_aa.pptx?dl=0 Volumetric Lighting via @KostasAAA https://developer.nvidia.com/VolumetricLighting