This 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
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 how to increase performance effectively.
To register and to read more about the course follow this link...
|Location||1st Floor Ropewalks Newton Street, Macclesfield, Cheshire SK911 6QJ, United Kingdom|
|Starts||9:00 Nov 12, 2019 UTC 0|
|Ends||16:00 Nov 14, 2019 UTC 0|
|Cost||2 000 €|
|Topics||Modern OpenGL: Advanced Pipeline and Performance|
|Phone||UK: +44 1625 809908|