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Authored by Last updated on 05/03/2019 - 13:39
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Adaptive Volumetric Shadow Maps for Android* Using OpenGL* ES 3.1

As a follow-up to Adaptive Volumetric Shadow Maps for DirectX* 11, we present a port of the same algorithm adapted for Android* devices that support OpenGL ES* 3.1 and the GL_INTEL_fragment_shader_ordering OpenGL* extension.
Authored by Filip Strugar (Intel) Last updated on 05/03/2019 - 14:40