FrameGraph (2017)

GDC 2017 talk on how Frostbite handles rendering architecture challenges that come with having to support a wide variety of games on a single engine. It describes Frostbite rendering abstraction design, which is based on a graph of all render passes and resources. This approach allows implementation of rendering features in a decoupled and modular way, while still maintaining efficiency.

Tiled Light Trees (2017)

Technical paper on adaptive data structure and algorithm for light source culling in real-time applications. Written together with Matthäus Chajdas (AMD) for I3D 2017.