Blog post

Particle Trimming on OpenGL*

How to increase performance by trimming particle quads down in size to decrease the amount of unnecessary texture sampling.
Authored by Last updated on 01/16/2019 - 10:14
Article

Dynamic Resolution Rendering on OpenGL* ES 2.0

Dynamic resolution rendering gives developers and users more control over the performance versus image quality ratio.
Authored by Last updated on 01/24/2018 - 12:12
Article

OpenGL* ES 3.0 Instanced Rendering

This Android OpenGL ES 3.0 Sample was written by Cristiano Ferreira - Software Engineer at Intel Corporation.

Authored by Last updated on 01/24/2018 - 12:12
Article

OpenGL* ES 3.0 Precompiled Shaders

Another great Android OpenGL ES 3.0 sample from Cristiano Ferreira - Graphics Software Engineer with Intel Corporation.

Authored by Last updated on 01/24/2018 - 12:12
Article

Android* Texture Compression - a comparison study with code sample

This sample demonstrates how to load and use various texture formats with OpenGL ES* on Android.
Authored by Last updated on 01/24/2018 - 12:12
Article

Fragment Shader Ordering with OpenGL 4.2

This Windows OpenGL 4.2 Sample was written by John Hartwig - Software Engineer at Intel Corporation.

Authored by Last updated on 01/24/2018 - 12:12
Article

Tessellation for OpenGL* ES 3.1 on Android*

This article explains tessellation, how to enable and make best use of this technique within OpenGL* graphics.
Authored by Last updated on 12/12/2018 - 09:27
Blog post

An investigation of fast real-time GPU-based image blur algorithms

Explains blur filters, how to apply for different hardware types, and other optimizations.
Authored by Filip Strugar (Intel) Last updated on 05/02/2019 - 16:50
Blog post

Clustered Shading Android* Sample

Provides instructions and samples for clustered shading in Android*.
Authored by Last updated on 05/09/2019 - 21:50
Article

Forward Clustered Shading

 

 

Authored by Last updated on 05/03/2019 - 13:39