This team training explores strategies to increase the performance of new and existing OpenGL code, with multi-pass rendering and use of uniform buffers, shader storage buffers and indirect drawing to reduce driver overhead.
- Cost of state changes, batching and sorting
- Culling, occlusion queries, spatial data-structures
- Debugging and profiling OpenGL via extensions, timers and tools
- Synchronization and timer queries
- Buffering and streaming strategies for large data sets
- Instanced rendering and multi-draw indirect
- Uniform and shader storage buffer objects
- Shader subroutines
- The OpenGL memory model and image load/store
- Geometry and tessellation shaders
- Transform Feedback and Compute shaders
Read the full Table of Contents
Why learn about advanced pipeline and performance?
Getting the best from available hardware resources, especially on constrained systems, means deeply understanding the costs of different graphics operations, and how to optimise the rendering architecture to meet visual requirements. This course teaches teams how to increase performance effectively.
- Target audience: Development teams wanting to create or improve existing rendering code, using every technique at their disposal to understand and maximise performance, and extract the full potential from their hardware.
- Pre-requisites: Developers already working with OpenGL, comfortable with the basics of specifying geometry, writing basic shaders and working with image data.
- Duration: 3 Days
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