Hierarchical-Z map based occlusion culling
Article presenting the GPU based occlusion culling algorithm used in the OpenGL 4.0 – Mountains Demo.
Article presenting the GPU based occlusion culling algorithm used in the OpenGL 4.0 – Mountains Demo.
Demo showcasing GPU based culling algorithms implemented using OpenGL with full source code.
Article about the various hardware tessellation implementations over the course of GPU history.
Article about how to take advantage of bilinear texture filtering to accelerate Gaussian blur.
Article about the new API improvements and hardware features brought by the latest version of OpenGL.
Article about how to take advantage of instanced arrays where that’s more performant than texture buffers.
The Khronos Group continues the progress of streamlining the OpenGL API. One very important step…
Article about how to take advantage of the additional flexibility provided by delegation in C++.