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.
This sample illustrates how to efficiently perform calculations on a large amount of particles using OpenGL ES 3.1 and compute shaders.
This sample will show you how to efficiently implement occlusion culling using compute shaders in OpenGL ES 3.1. The sample tests visibility for a large number of instances in parallel and only draws the instances which are assumed to be visible. Using this technique can in certain scenes give a tremendous performance increase.
Projected Lights effect using OpenGL ES 3.0.
This tutorial assumes that you already have basic OpenGL ES knowledge, and have read and understood the Shadow Mapping tutorial.
This sample describes usage of compressed ASTC textures.
Skybox is a method of creating backgrounds, which allows the sky, distant mountains or buildings projected onto the cube’s faces to create the illusion of three-dimensional surroundings.
This sample will show you how to efficiently implement geometry clipmaps using OpenGL ES 3.0. The sample makes use of 2D texture arrays as well as instancing to efficiently render an infinitely large terrain. The terrain is asynchronously uploaded to the GPU using pixel buffer objects.
This sample code shows how to use the new OpenGL ES 3.0’s transform feedback feature to render organic-looking 3D objects. All calculations are implemented on the GPU’s shader processors. Surface triangulation is performed using the Marching Cubes algorithm. The Phong model is used for lighting metaball objects. 3D textures are used to provide access to three dimentional arrays in shaders.
In this tutorial we gave an overview of the new extension that enables us to perform operations on the GPU without the need to transfer data from and to external memory. We also demonstrate how deferred shading can be implemented with this new feature in mind. Of course, the most important thing is the performance we can achieve using the new extension ( “Breakdown of graph data showing a 9x bandwidth reduction”).
Realtime shadow rendering with OpenGL® ES 2.0
Using OpenGL® ES 3.0 sync objects in a multithreading environment
Improving Quality for textured Text under Android