![Deferred shading / Z-buffering / Rasterisation / Rendering / Graphics pipeline / Shader / Shading / High dynamic range rendering / Hidden surface determination / 3D computer graphics / Computer graphics / Imaging Deferred shading / Z-buffering / Rasterisation / Rendering / Graphics pipeline / Shader / Shading / High dynamic range rendering / Hidden surface determination / 3D computer graphics / Computer graphics / Imaging](https://www.pdfsearch.io/img/a4f856ea1a504843b0d390348db27d40.jpg)
| Document Date: 2012-01-08 09:55:54 Open Document File Size: 2,98 MBShare Result on Facebook
Company GPU / / Facility Rendering Pipeline / / IndustryTerm final solution / / Person Crytek Physically / Nicolas Schulz Tiago Sousa / / Position dst RT / Engineer / / Product PS3 / / Technology 3 Graphics Technology / /
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