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【转】Resources on Real-Time Rendering
- "Wildcat's
SuperScene Antialiasing," 2001. http://www.3dlabs.com/product/technology/superscene_antialiasing.htm
- Abrash,
Michael, Michael Abrash's Graphics Programming Black Book, Special
Edition, The Coriolis Group, Inc., Scottsdale, Arizona, 1997. http://www.ddj.com/articles/2001/0165/0165f/0165f.htm
- Abrash,
Michael, "Inside Xbox Graphics," Dr. Dobb's Journal, pp.
21-26, August 2000. http://www.ddj.com/documents/s=882/ddj0008a/0008a.htm
- Agrawala,
Maneesh, Ravi Ramamoorthi, Alan Heirich, and Laurent Moll, "Efficient
Image-Based Methods for Rendering Soft Shadows," Computer Graphics
(SIGGRAPH 2000 Proceedings), pp. 375-384, July 2000. http://graphics.stanford.edu/papers/shadows/
- Aila,
T., and V. Miettinen, Umbra Reference Manual, Hybrid Holding Ltd.,
Helsinki, Finland, October 2000. http://www.hybrid.fi/umbra/download.html
- Airey,
John M., John H. Rohlf, and Frederick P. Brooks Jr., "Towards Image
Realism with Interactive Update Rates in Complex Virtual Building
Environments," Computer Graphics (1990 Symposium on Interactive 3D
Graphics), vol. 24, no. 2, pp. 41-50, March 1990.
- Airey,
John M., Increasing Update Rates in the Building Walkthrough System
with Automatic Model-Space Subdivision and Potentially Visible Set
Calculations, Ph.D. Thesis, Technical Report TR90-027, Department of
Computer Science, <placetype w:st="on">University</placetype> of <placename w:st="on">North Carolina</placename> at <place w:st="on">Chapel
Hill</place>, July 1990.
- Akeley,
K., and T. Jermoluk, "High-Performance Polygon Rendering," Computer
Graphics (SIGGRAPH '88 Proceedings), pp. 239-246, August 1988.
- Akeley,
Kurt, "The Silicon Graphics 4D/240GTX Superworkstation," IEEE
Computer Graphics and Applications, vol. 9, no. 4, pp. 71-83, July
1989.
- Akeley,
K., P. Haeberli, and D. Burns, tomesh.c, a C-program on the SGI
Developer's Toolbox CD, 1990.
- Akeley,
Kurt, "RealityEngine Graphics," Computer Graphics (SIGGRAPH
93 Proceedings), pp. 109-116, August 1993. Added: http://www.cs.virginia.edu/~gfx/Courses/2002/BigData/papers/Case%20Studies/RealityEngine%20Graphics.pdf
- Akeley,
Kurt, and Pat Hanrahan, "Real-Time Graphics Architectures",
Course CS448A Notes, Fall 2001. http://graphics.stanford.edu/courses/cs448a-01-fall/
- Akenine-Möller,
Tomas, "Fast 3D Triangle-Box Overlap Testing," journal of
graphics tools, vol. 6, no. 1, pp. 29-33, 2001. http://jgt.akpeters.com/papers/AkenineMoller01/
- Aliaga,
D., J. Cohen, H. Zhang, R. Bastos, T. Hudson, and C. Erikson, "Power
Plant Walkthrough: An Integrated System for Massive Model Rendering,"
Technical Report TR no. 97-018, Computer Science Department, University of
North Carolina at Chapel Hill, 1997. ftp://ftp.cs.unc.edu/pub/publications/techreports/FILE.html
- Aliaga,
D., J. Cohen, A. Wilson, H. Zhang, C. Erikson, K. Hoff, T. Hudson, W.
Stürzlinger, E. Baker, R. Bastos, M. Whitton, F. Brooks Jr., and D.
Manocha, "A Framework for the Real-Time Walkthrough of Massive
Models," Technical Report UNC TR no. 98-013, Computer Science
Department, University of North Carolina at Chapel Hill, 1998. ftp://ftp.cs.unc.edu/pub/publications/techreports/FILE.html
- Aliaga,
D., J. Cohen, A. Wilson, E. Baker, H. Zhang, C. Erikson, K. Hoff, T.
Hudson, W. Stürzlinger, R. Bastos, M. Whitton, F. Brooks, and D. Manocha,
"MMR: An Interactive Massive Model Rendering System Using Geometric
and Image-Based Acceleration," Proceedings 1999 Symposium on
Interactive 3D Graphics, pp. 199-206, April 1999.
- Aliaga,
Daniel G., and Anselmo Lastra, "Automatic Image Placement to Provide
A Guaranteed Frame Rate," Computer Graphics (SIGGRAPH 1999
Proceedings), pp. 307-316, August 1999.
- Aliaga,
Daniel, Jonathan Cohen, Thomas Funkhouser, Subodh Kumar, Ming C. Lin,
David Luebke, Dinesh Manocha, and Andrew Wilson, "Interactive
Walkthrough of Large Geometric Datasets," Course 18 notes at
SIGGRAPH 2000, 2000. http://www.cs.unc.edu/~geom/SIG00_COURSE/
- Andújar,
Carlos, Carlos Saona-Vázquez, Isabel Navazo, and Pere Brunet,
"Integrating Occlusion Culling and Levels of Detail through
Hardly-Visible Sets," Proceedings of Eurographics 2000, vol.
19, no. 3, pp. 499-506, 2000. http://www.lsi.upc.es/~andujar/
- Ankrum,
Dennis R., "Viewing Distance at Computer Workstations," WorkPlace
Ergonomics, pp. 10-12, Sept./Oct. 1996. http://www.ur-net.com/office-ergo/viewing.htm
- Antonio,
<city w:st="on"><place w:st="on">Franklin</place></city>,
"Faster Line Segment Intersection," in David Kirk, ed., Graphics
Gems III, Academic Press, pp. 199-202, 1992. http://www.graphicsgems.org/
- Apodaca,
Anthony A., and Larry Gritz, Advanced RenderMan: Creating CGI for
Motion Pictures, Morgan Kaufmann Publishers, Inc., <city w:st="on"><place w:st="on">San Francisco</place></city>, 1999.
- Appel,
Andrew W., with Maia Ginsburg, Modern Compiler Implementation in C,
<place w:st="on"><placename w:st="on">Cambridge</placename><placetype w:st="on">University</placetype></place> Press, 1998.
- Arenberg,
Jeff, "Re: Ray/Triangle Intersection with Barycentric
Coordinates," in Eric Haines, ed., Ray Tracing News, vol. 1,
no. 11, November 1988. http://www.acm.org/tog/resources/RTNews/html/rtnews5b.html
- Arkin,
Esther M., Martin Held, Joseph S. B. Mitchell, and Steven S. Skiena,
"Hamiltonian Triangulations for Fast Rendering," The Visual
Computer, vol. 12, no. 9, pp. 429-444, 1996.
- Arvo,
James, "Backward Ray Tracing," SIGGRAPH '86 Developments in
Ray Tracing course notes, 1986. Added: http://www.cs.caltech.edu/~arvo/Backward.ps.gz
- Arvo,
James, "A Simple Method for Box-Sphere Intersection Testing," in
Andrew S. Glassner, ed., Graphics Gems, Academic Press, pp.
335-339, 1990. http://www.graphicsgems.org/
- Arvo,
James, "Ray Tracing with Meta-Hierarchies," SIGGRAPH `90
Advanced Topics in Ray Tracing course notes, Volume 24, 1990. http://www.cs.caltech.edu/~arvo/papers.html
- Arvo,
James, ed., Graphics Gems II, Academic Press, 1991. http://www.graphicsgems.org/
- Ashdown,
Ian, Radiosity: A Programmer's Perspective, John Wiley & Sons,
Inc., 1994.
- Ashdown,
Ian, Eigenvector Radiosity, M.Sc. Thesis, Department of Computer
Science, <place w:st="on"><placetype w:st="on">University</placetype>
of <placename w:st="on">British Columbia</placename></place>.
http://www.cs.ubc.ca/labs/imager/th/ashdown.msc.2001.html
- Ashikhmin,
Michael, Simon Premoze, and Peter Shirley, "A Microfacet-Based BRDF
Generator," Computer Graphics (SIGGRAPH 2000 Proceedings), pp.
67-74, July 2000. Added: http://www.cs.utah.edu/vissim/papers/facets/facets.ps.gz
- Assarsson,
Ulf, and Tomas Möller, "Optimized View Frustum Culling Algorithms for
Bounding Boxes," journal of graphics tools, vol. 5, no. 1, pp.
9-22, 2000. http://www.ce.chalmers.se/staff/uffe
- ATI
developer web site. http://www.ati.com/na/pages/resource_centre/dev_rel/devrel.html
- Badouel,
Didier, An Efficient Ray-Polygon Intersection, in Graphics Gems,
ed. Andrew S. Glassner, Academic Press, pp. 390-393, 1990. http://www.graphicsgems.org/
- Baldwin,
Dave, OpenGL 2.0 Shading Language White Paper. Issue 1.2, February
2002. http://www.3dlabs.com/support/developer/ogl2
- Ballard,
Dana H., "Strip Trees: A Hierarchical Representation for
Curves," Graphics and Image Processing, vol. 24, no. 5, pp.
310-321, May 1981.
- Banks,
David, "Illumination in Diverse Codimensions," Computer
Graphics (SIGGRAPH 94 Proceedings), pp. 327-334, July 1994. http://www.icase.edu/Dienst/UI/2.0/Describe/ncstrl.icase/TR-94-6
- Barad,
Haim, Mark Atkins, Or Gerlitz, and Daniel Goehring, "Real-Time
Procedural Texturing Techniques Using MMX," Gamasutra, May 1,
1998. http://www.gamasutra.com/features/19980501/mmxtexturing_01.htm
- Baraff,
D., "Curved Surfaces and Coherence for Non-Penetrating Rigid Body
Simulation," Computer Graphics (SIGGRAPH '90 Proceedings), pp.
19-28, August 1990. Added: http://www.cs.cmu.edu/~baraff/papers/sig90.pdf
- Baraff,
D., and A. Witkin, "Dynamic Simulation of Non-Penetrating Flexible
Objects," Computer Graphics (SIGGRAPH '92 Proceedings), pp.
303-308, July 1992. Added: http://www.ri.cmu.edu/pub_files/pub1/baraff_david_1992_1/baraff_david_1992_1.ps.gz
- Baraff,
David, and Andrew Witkin, "Large Steps in Cloth Simulation," Computer
Graphics (SIGGRAPH 98 Proceedings), pp. 43-54, July 1998. Added: http://www.ri.cmu.edu/pub_files/pub1/baraff_david_1998_1/baraff_david_1998_1.pdf
- Barber,
C.B., D.P. Dobkin, and H. Huhdanpaa, "The Quickhull Algorithm for
Convex <city w:st="on">Hull</city>," <place w:st="on"><placename w:st="on">Geometry</placename><placetype w:st="on">Center</placetype></place>
Technical Report GCG53, July 1993. http://www.geom.umn.edu/software/qhull/
- Barequet,
G., B. Chazelle, L.J. Guibas, J.S.B. Mitchell, and A. Tal, "BOXTREE:
A Hierarchical Representation for Surfaces in 3D," in Proceedings
of Eurographics '96, pp. 387-396, 1996.
- Barkans,
Anthony C., "Color Recovery: True-Color 8-Bit Interactive Graphics,"
IEEE Computer Graphics and Applications, vol. 17, no. 1, pp. 67-77,
Jan./Feb. 1997.
- Barkans,
Anthony C., "High-Quality Rendering Using the Talisman
Architecture," ACM SIGGRAPH/Eurographics Workshop on Graphics
Hardware <place w:st="on"><city w:st="on">Los Angeles</city>,
<state w:st="on">CA</state></place>, pp. 79-88, August 1997.
- Bartels,
Richard H., John C. Beatty, and Brian A. Barsky, An Introduction to
Splines for use in Computer Graphics & and Geometric Modeling,
Morgan Kaufmann Publishers, San Mateo, CA, 1987.
- Bartz,
Dirk, James T. Klosowski, and Dirk Staneker, "K-DOPs as Tighter
Bounding Volumes for Better Occlusion Performance," Visual
Proceedings (SIGGRAPH 2001), p. 213, August 2001.
- Bar-Yehuda,
Reuven, and Craig Gotsman, "Time/Space Tradeoffs for Polygon Mesh
Rendering," ACM Transactions on Graphics, vol. 15, no. 2, pp.
141-152, April 1996. Added: http://www.cs.unc.edu/~bastos/I3D99/i3d99_plate.pdf
- Bastos,
Rui, Kenneth Hoff, William Wynn, and Anselmo Lastra, "Increased
Photorealism for Interactive Architectural Walkthroughs," Proceedings
1999 Symposium on Interactive 3D Graphics, pp. 183-190, April 1999.
- Baum,
Daniel R., Stephen Mann, Kevin P. Smith, and James M. Winget, "Making
Radiosity Usable: Automatic Preprocessing and Meshing Techniques for the
Generation of Accurate Radiosity Solutions," Computer Graphics
(SIGGRAPH '91 Proceedings), pp. 51-60, July 1991.
- Beaudoin,
Philippe, and Juan Guardado, "A Non-Integer Power Function on the
Pixel Shader," in Engel, Wolfgang, ed., ShaderX, Wordware, May
2002. http://www.shaderx.com/
- Bec,
Xavier, "Faster Refraction Formula, and Transmission Color
Filtering," in Eric Haines, ed., Ray Tracing News, vol. 10,
no. 1, January 1997. http://www.acm.org/tog/resources/RTNews/html/rtnv10n1.html
- Beers,
Andrew C., Maneesh Agrawala, and Navin Chaddha, "Rendering from
Compressed Textures," Computer Graphics (SIGGRAPH 96 Proceedings),
pp. 373-378, August 1996.
- Bennebroek
K., I. Ernst, H. Rüsseler, and O. Wittig, "Design principles of
hardware-based phong shading and bump-mapping," Computers &
Graphics, vol. 21 no. 2, pp. 143-149, March 1997.
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Berg, M., M. van Kreveld, M. Overmars, and O. Schwarzkopf, Computational
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Springer-Verlag, <state w:st="on"><place w:st="on">Berlin</place></state>,
2000.
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L. D., H. Fuchs, E. Grant, and S. Spach, "Image Rendering by Adaptive
Refinement," Computer Graphics (SIGGRAPH '86 Proceedings), pp.
29-37, August 1986.
- Bestimt,
Jason, and Bryant Freitag, "Real-Time Shadow Casting Using Shadow
Volumes," Gamasutra, Nov. 1999. http://www.gamasutra.com/features/19991115/bestimt_freitag_03.htm
- Bier,
Eric A., and Kenneth R. Sloan, Jr., "Two-Part Texture Mapping," IEEE
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September 1986.
- Biermann,
Henning, Adi Levin, and Denis Zorin, "Piecewise Smooth Subdivision
Surface with <place w:st="on">Normal</place> Control," Computer
Graphics (SIGGRAPH 2000 Proceedings), pp. 113-120, July 2000.
- Bigos,
Andrew, "Avoiding Buffer Clears," journal of graphics tools,
vol. 1, no. 1, pp. 19-20, 1996.
- Bilodeau,
Bill, with Mike Songy, "Real Time Shadows," Creativity '99,
Creative Labs Inc. sponsored game developer conferences, Los Angeles,
California, and Surrey, England, May 1999.
- Birn,
Jeremy, Digital Lighting & Rendering, New Riders Publishing,
2000. http://www.3drender.com/
- Bischoff,
Stephan, Leif P. Kobbelt, and Hans-Peter Seidel, "Towards Hardware
Implementation of <place w:st="on">Loop</place> Subdivision,"
ACM SIGGRAPH/Eurographics Workshop on Graphics Hardware, pp. 41-50,
2000. http://www.mpi-sb.mpg.de/~kobbelt/publist.html
- Bishop,
L., D. Eberly, T. Whitted, M. Finch, and M. Shantz, "Designing a PC
Game Engine," IEEE Computer Graphics and Applications, pp.
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- Bittner,
Jirí, and Jan Prikryl, "Exact Regional Visibility using Line Space
Partitioning," Technical Report TR-186-2-01-06, Institute of Computer
Graphics and Algorithms, Vienna University of Technology, March 2001
- Bittner,
Jirí, Peter Wonka, and Michael Wimmer, "Visibility Preprocessing for
Urban Scenes using Line Space Subdivision," Pacific Graphics 2001,
pp. 276-284, October 2001.
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J.F., and M.E. Newell, "Texture and reflection in computer generated
images," Communications of the ACM, vol. 19, no. 10, pp.
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James F., "Models of Light Reflection for Computer Synthesized
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James, "Simulation of wrinkled surfaces," Computer Graphics
(SIGGRAPH '78 Proceedings), pp. 286-292, August 1978.
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James F., "A Generalization of Algebraic Surface Drawing," ACM
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- Blinn,
Jim, "Me and My (Fake) Shadow," IEEE Computer Graphics and
Applications, vol. 8, no. 1, pp. 82-86, January 1988. Also collected
in Jim Blinn's Corner: A Trip Down the Graphics Pipeline.
- Blinn,
Jim, "Dirty Pixels," IEEE Computer Graphics and Applications,
vol. 9, no. 4, pp. 100-105, July 1989. Also collected in Jim Blinn's
Corner: A Trip Down the Graphics Pipeline.
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Jim, "A Trip Down the Graphics Pipeline: Line Clipping," IEEE
Computer Graphics and Applications, vol. 11, no. 1, pp. 98-105,
January 1991. Also collected in Jim Blinn's Corner: A Trip Down the
Graphics Pipeline.
- Blinn,
Jim, "Hyperbolic Interpolation," IEEE Computer Graphics and
Applications, vol. 12, no. 4, pp. 89-94, July 1992. Also collected in Jim
Blinn's Corner: A Trip Down the Graphics Pipeline.
- Blinn,
Jim, Jim
Blinn's Corner: A Trip Down the Graphics Pipeline, Morgan Kaufmann
Publishers, Inc., <city w:st="on"><place w:st="on">San Francisco</place></city>,
1996.
- Blinn,
Jim, Jim
Blinn's Corner: Dirty Pixels, Morgan Kaufmann Publishers, Inc., <city w:st="on"><place w:st="on">San Francisco</place></city>, 1998.
- Blinn,
Jim, "A Ghost in a Snowstorm," IEEE Computer Graphics and
Applications, vol. 18, no. 1, pp. 79-84, Jan/Feb 1998. Also collected
in Jim
Blinn's Corner: Notation, Notation, Notation, chapter 9.
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Jim, "W Pleasure, W Fun," IEEE Computer Graphics and
Applications, vol. 18, no. 3, pp. 78-82, May/June 1998. Also collected
in Jim
Blinn's Corner: Notation, Notation, Notation, chapter 10.
- Blinn,
Jim, "Optimizing C++ Vector Expressions," IEEE Computer
Graphics & Applications, vol. 20, no. 4, pp. 97-103, 2000. Also
collected in Jim
Blinn's Corner: Notation, Notation, Notation, chapter 18.
- Bloom,
Charles, "The Genesis Terrain Renderer Technology," Dec. 1999. http://www.cbloom.com/3d
- Bloom,
Charles, "Algorithm for Fast Animating Subdivision Surfaces,"
May 2000. http://www.cbloom.com/3d
- Bloom,
Charles, "The Poly Pipeline," July 2000. http://www.cbloom.com/3d
- Bloom,
Charles, "View Independent Progressive Meshes (VIPM)," June
2000. http://www.cbloom.com/3d
- Bloom,
Charles, "VIPM Advanced Topics," Oct. 2000. http://www.cbloom.com/3d
- Bloom,
Charles, "Advanced Techniques in Shadow Mapping," June 2001. http://www.cbloom.com/3d
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Jules, "Polygonization of Implicit Surfaces," Computer-Aided
Geometric Design, vol. 5, no. 4, pp. 341-355, 1988. http://www.unchainedgeometry.com/jbloom/papers/index.html
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Jules, "An Implicit Surface Polygonizer," in Paul S. Heckbert,
ed., Graphics Gems IV, Academic Press, pp. 324-349, 1994. http://www.unchainedgeometry.com/jbloom/papers/index.html|
http://www.graphicsgems.org/
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Jules, ed., Introduction to Implicit Surfaces, Morgan Kaufmann Publishers,
Inc., <city w:st="on"><place w:st="on">San Francisco</place></city>,
1997.
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Jonathan, "Implementing a Texture Caching System," Game
Developer, vol. 5, no. 4, pp. 46-56, April 1998.
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Jonathan, "Terrain Rendering at High Levels of Detail," Game
Developers Conference, <city w:st="on"><place w:st="on">San
Jose</place></city>, March 2000. http://www.bolt-action.com/dl_papers.html
- Blow,
Jonathan, "Mipmapping, Part 1," Game Developer, vol. 8,
no. 12, pp. 13-17, Dec. 2001. http://www.gdmag.com/code.htm
- Blow,
Jonathan, "Mipmapping, Part 2," Game Developer, vol. 9,
no. 1, pp. 16-19, Jan. 2002. http://www.gdmag.com/code.htm
- Bobic,
Nick, "Advanced Collision Detection Techniques," Gamasutra,
March 2000. http://www.gamasutra.com/features/20000330/bobic_01.htm
- Bogomjakov,
Alexander, and Craig Gotsman, "Universal Rendering Sequences for
Transparent Vertex Caching of Progressive Meshes," Graphics
Interface 2001, <place w:st="on"><city w:st="on">Ottawa</city>,
<country-region w:st="on">Canada</country-region></place>,
pp. 81-90, June 2001. http://www.graphicsinterface.org/
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Jeffrey, and Peter Schröder, "Rapid Evaluation of Catmull-Clark
Subdivision Surfaces," 7th International Conference on 3D Web
Technology, February 2002. http://multires.caltech.edu/pubs/fastsubd
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Rick, Inner Loops, Addison-Wesley, <place w:st="on"><city w:st="on">Reading</city>, <state w:st="on">Massachusetts</state></place>,
1997.
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Chris, "Accurate Environment Mapped Reflections and Refractions by
Adjusting for Object Distance," in Engel, Wolfgang, ed., ShaderX,
Wordware, May 2002. http://www.shaderx.com/
- Brennan,
Chris, "Diffuse Cube Mapping," in Engel, Wolfgang, ed., ShaderX,
Wordware, May 2002. http://www.shaderx.com/
- Brennan,
Chris, "Shadow Volume Extrusion using a Vertex Shader," in
Engel, Wolfgang, ed., ShaderX, Wordware, May 2002. http://www.shaderx.com/
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Mike, "Occlusion Culling," nV News web site, July 2001. http://www.nvnews.net/previews/geforce3/occlusion_culling.shtml
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Mike M., "Using Strips for Higher Game Performance,"
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