Architecture
Solid foundation of triangles
Solid foundation of triangles
Reference
The Road toward Unified Rendering with Unity’s High Definition Render Pipeline - 2018
Siggraph 2018: The Road toward Unified Rendering with Unity’s High Definition Render Pipeline - 2018
Optimizing Render Graphs - 2018
Musings on cross-platform graphics engine architectures - 2018 - Part 1 & Part 2
Simple Parallel Rendering - 2017
It’s All About The Data - 2017
High-Level Rendering Using Render Graphs - 2017
CppCon 2017: Nicolas Guillemot “Design Patterns for Low-Level Real-Time Rendering” - 2017
Comments on Future Directions for Compute in Graphics - 2017
FrameGraph: Extensible Rendering Architecture in Frostbite - 2017
Notes On Screen Space HIZ Tracing - 2017
Scriptable Render Pipeline, Future of Rendering in Unity - 2017
FrameGraph: Extensible Rendering Architecture in Frostbite - 2017
Optimizing the Graphics Pipeline with Compute - 2017
More performance, more gameplay - 2017
High-Level Rendering Using Render Graphs - 2017
godot 3 renderer design explained - 2017
Optimizing the Graphics Pipeline with Compute - 2016
The Rendering Pipeline – Challenges & Next Steps - 2015
Richer Worlds for Next Gen Games: Data Amplification Techniques Survey - 2005
Have You Tootled Your 3D Models?
Design Patterns for Low-Level Real-Time Rendering
Design Patterns for Low-Level Real-Time Rendering - 2017
Render Graph Optimization Scribbles
New geometry pipeline in Magnum
Borderland between Rendering and Editor — Part 2: Picking
Optimizing Render Graphs
https://crimild.wordpress.com/2018/12/10/optimizing-render-graphs/
Customizing render pipelines with render graphs
https://crimild.wordpress.com/2018/11/30/customizing-render-pipelines-with-render-graphs/
Simplexplanations 2: Flattening A Dependency Graph
Data Driven Rendering: Pipelines
Chasing Triangles in a Tile-based Rasterizer
Clustered shading evolution in Granite
Mitsuba 2: A Retargetable Forward and Inverse Renderer
Thoughts on light culling: stream compaction vs flat bit arrays
To z-prepass or not to z-prepass
Augmenting shader languages for modern rendering APIs
Data Driven Rendering: Pipelines
SIGGRAPH 2021 Rendering Engine Architecture course
Geometry Rendering Pipeline Architecture at Activision
Adventures in Hybrid Rendering
https://diharaw.github.io/post/adventures_in_hybrid_rendering/