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OpenGL® ES 3.x Tutorials

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Starting out with OpenGL ES 3.0

Dave Shriener and John Kirkham, ARM

This presentation shows how OpenGL ES 3.0 builds on OpenGL ES 2.0 to provide new and easier ways to develop games for mobile devices. It introduces some of those features and explains what they can be used for and how to use them. Sample code for all the features demonstrated are also available in the Mali OpenGL ES SDKs.

Getting the most out of OpenGL ES 3.0

Daniele Di Donato, Tom Olson, and Dave Shreiner, ARM

OpenGL ES provides a rich set of tools for creating beautiful, high-performance graphics on mobile devices. Here we describe some of those features and show how to use them in a mobile context. We present case studies and demonstrations showing how new technologies like ASTC can provide dramatic power and bandwidth savings, and even enable new approaches to classic rendering problems.

Behind the pixels

Stacy Smith, Senior Software Engineer, ARM

A run through of the techniques and effects used in the two most recent ARM Mali graphics demos, Hauntheim and Seemore. Whilst they both make use of OpenGL ES 3.0, these demos have used radically different lighting techniques to achieve a very varied look and feel.

The presentation is a high level look at the way these effects are achieved, with a couple of deep-dives into specifics of how parts of the OpenGL ES 3.0 feature set were used, such as the use of new frame buffer formats for HDR textures and deferred lighting.


OpenGL ES 3.1

OpenGL ES 3.1 Tutorial

Hans-Kristian Arntzen, Graduate Engineer, ARM

OpenGL ES is the world’s most deployed 3D graphics API and the latest version, OpenGL ES 3.1, was announced in March 2014. This talk covers best practices when using the headline OpenGL ES 3.1 features: compute shaders, which allow the GPU to be used for general-purpose computing, tightly coupled with GPU-based graphics rendering; indirect drawing commands, which allow the GPU to read drawing command parameters from memory instead of receiving them directly from the CPU; and the Shader Storage Buffer Object (SSBO) feature that gives additional possibilities for exchanging data between pipeline stages, as well as being flexible input and output for compute shaders.

OpenGL ES 3.1: Introduction to Compute Shaders

This tutorial will give you an introduction to compute shaders in OpenGL ES 3.1, how they fit into the rest of OpenGL ES and how you can make use of it in your application. Using compute shaders effectively requires a new mindset where parallel computation is exposed more explicitly to developers. With this explicitness, various new primitives are introduced which allows compute shader threads to share access to memory and synchronize execution.

Note:
This tutorial does not include a particular code sample outside the snippets provided here. See the OpenGL ES 3.1 samples for more in-depth compute shader sample code. It is intended to be read before digging deep into the more involved compute shader samples.

The post OpenGL® ES 3.x Tutorials appeared first on Mali Developer Center.


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