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출처 : http://developer.amd.com/documentation/presentations/Pages/default.aspx
GDC2009: Authoring for Real-Time Tessellation and Displacement Mapping | 3/27/2009 | |
GDC2009: Mixed Resolution Rendering | 3/27/2009 | |
GDC2009: GPGPU stream computing 2009 | 3/27/2009 | |
GDC2009: High Quality Direct3D 10.0 & 10.1 Accelerated Techniques | PPS | 3/27/2009 |
GDC2009: Shader Model 5.0 and Compute Shader | PPS | 3/27/2009 |
GDC2009: D3D11 Tessellation | PPS | 3/27/2009 |
GDC2009: ATI Stream™ Physics | PPS | 3/27/2009 |
GDC2009: Maximizing Multi-GPU Performance | PPS | 3/27/2009 |
GDC2009: Introducing AMD GPU PerfStudio 2.0 | PPS | 3/27/2009 |
GDC2009: Your Game Needs Direct3D 11, So Get Started Now! | PPS | 3/27/2009 |
GDC2009: The A to Z of DX10 Performance | PPS | 3/27/2009 |
GDC2009: GSC Game World‘s S.T.A.L.K.E.R : Clear Sky – a showcase for Direct3D 10.0/1 | PPS | 3/27/2009 |
GDC2009: Shadows & Decals: D3D10 techniques from Frostbite | PPS | 3/27/2009 |
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