OpenGL News Archives
This tutorial series shows you Modern OpenGL the way it is meant to be seen. Starting with setup videos and more videos to come from Sonar Systems.
How does Pixar represent objects rendered in their movies? With subdivision surfaces. Now researchers at Activision, NVIDIA, and Stanford have published a new adaptive quadtree approach to rendering subdivision surfaces on modern GPUs. Using OpenGL tessellation shaders, their system efficiently renders subdivision surfaces by streaming the surface patches without needing to split the patches the way prior approaches, such as OpenSubdiv 3.0, operate. Their accompanying YouTube video shows their technique rendering state-of-the-art video game assets.
Christophe Riccio from Unity has updated his Effective OpenGL online doc. From twitter he mentions “Surviving without gl_DrawID, cross GPU arch framebuffer BW saving, building workarounds.” Chrisophe has a wealth of other OpenGL resources. If you haven’t stumbled across his website yet, now would be a good time.
Red Gaming Tech had an interview with Tom Olson chair of the Vulkan Working Group, and Neil Trevett President of the Khronos Group. Tom Olson commented “We’re really eager to hear from first-generation developers about what kind of experiences they are having.” Neil Trevett wrote “the rate of Vulkan adoption has been faster than any API that Khronos has ever produced.” There’s a lot of good information on many aspects of Vulkan, head on over and read The Vulkan Interview.
Jeff Kiel and Mark Kilgard presented “NVIDIA OpenGL in 2016” at SIGGRAPH in Anaheim. See the replay or review the slides. Live during the presentation, Jeff demonstrates NVIDIA’s Nsight graphics debugger and profiler capturing and profiling Virtual Reality scenes from the Unreal Engine using OpenGL. You can also check out slides and replays for the whole schedule of NVIDIA events at SIGGRAPH.