Lighting the City of Glass
Photogrammetry and Star Wars Battlefront
High Dynamic Range color grading and display in Frostbite
FrameGraph: Extensible Rendering Architecture in Frostbite
4K Checkerboard in Battlefield 1 and Mass Effect Andromeda
Modular Rigging in Battlefield 3
Culling the Battlefield: Data Oriented Design in Practice
SPU-Based Deferred Shading in BATTLEFIELD 3 for Playstation 3
Terrain in Battlefield 3: A Modern, Complete and Scalable System
Shiny PC Graphics in Battlefield 3
Battlefield 4 + Frostbite + Mantle
The Unique Lighting of Mirror's Edge
5 Major Challenges in Real-time Rendering (2012)
DirectX 11 Rendering in Battlefield 3
Five Rendering Ideas from Battlefield 3 & Need For Speed: The Run
Rendering Battlefield 4 with Mantle
Automatic Audio in Frostbite
Four Guns West