Architecture

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

Render Graph

Anatomy of a frame in AnKi

New geometry pipeline in Magnum

Borderland between Rendering and Editor — Part 2: Picking

Vertex Assembly and Skinning

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

Render graphs

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