Instance culling using geometry shaders
OpenGL 3.2 - Nature Since the appearance of Shader Model 4.0 people wonder how to take advantage of the newly introduced programmable pipeline stage. The most important feature enabled by geometry...
View ArticleA brief preview of the new features introduced by OpenGL 3.3 and 4.0
The Khronos Group continues the progress of streamlining the OpenGL API. One very important step in this battle has been made just a few days ago by releasing two concurrent core releases of the...
View ArticleInstance Cloud Reduction reloaded
OpenGL 3.3 - Nature A few months ago I’ve presented an object culling mechanism that I’ve named Instance Cloud Reduction (ICR) in the article Instance culling using geometry shaders. The technique...
View ArticleHistory of hardware tessellation
Geometry Tessellation With the introduction of Shader Model 5.0 hardware and the API support provided by OpenGL 4.0 made GPU based geometry tessellation a first class citizen in the latest graphics...
View ArticleOpenGL 4.0 – Mountains demo released
OpenGL 4.0 - Mountains demo OpenGL 3.0 capable GPUs introduced a level of processing power and programming flexibility that isn’t comparable with any earlier generations. After that, OpenGL 4.0 and...
View ArticleHierarchical-Z map based occlusion culling
OpenGL 4.0 - Mountains demo Hierarchical-Z is a well known and standard feature of modern GPUs that allows them to speed up depth testing by rejecting large group of incoming fragments using a reduced...
View ArticleSuggestions for OpenGL 4.2 and beyond
The Khronos Group did a great job in the last few years to once again prove that OpenGL is still in game and that it can become the ultimate graphics API of choice, if it is not that already. However,...
View ArticleAn introduction to OpenGL 4.2
After the release of the OpenGL 4.1 specification the Khronos Group slowed down the pace a little bit but they didn’t left OpenGL developers without a new specification version for too long as a few...
View ArticleOpenGL vs DirectX: The War Is Far From Over
The War Is Far From Over I’ve chosen the title based on the popular article that tries to prove that OpenGL lost the war against Direct3D. To be honest, I didn’t really like the article at all. First,...
View Article
More Pages to Explore .....