Article presenting the memory access performance characteristics of AMD’s Evergreen-class GPUs.
Article presenting the GPU based geometry LOD selection algorithm used in the OpenGL 4.0 – Mountains demo.
Article presenting the GPU based occlusion culling algorithm used in the OpenGL 4.0 – Mountains Demo.
Demo showcasing GPU based culling algorithms implemented using OpenGL with full source code.
Article about the various hardware tessellation implementations over the course of GPU history.
Article about how to take advantage of bilinear texture filtering to accelerate Gaussian blur.
Article about the new API improvements and hardware features brought by the latest version of OpenGL.
Article about how to take advantage of instanced arrays where that’s more performant than texture buffers.