Tabla de Contenidos:
  • I Discovering : Teaching computer graphics starting with shader-based OpenGL / Edward Angel
  • Transitioning students to post-deprecation OpenGL / Mike Bailey
  • WebGL for OpenGL developers
  • Porting mobile apps to WebGL / Ashraf Samy Hegab
  • The GLSL shader interfaces / Christophe Riccio
  • An introduction to tessellation shaders / Philip Rideout, Dirk Van Gelder
  • Procedural textures in GLSL / Stefan Gustavson
  • OpenGL SC emulation based on OpenGL and OpenGL ES / Hwanyong Lee, Nakhoon Baek
  • Mixing graphics and compute with multiple GPUs / Alina Alt
  • II Rendering techniques : GPU tessellation : we still have a LOD of terrain to cover / António Ramires Fernandes, Bruno Oliveira
  • Antialiased volumetric lines using shader-based extrusion / Sébastien Hillaire
  • 2D shape rendering by distance fields / Stefan Gustavson
  • Efficient text rendering in WebGL / Benjamin Encz
  • Layered textures rendering pipeline / Dzmitry Malyshau
  • Depth of field with bokeh rendering / Charles de Rousiers, Matt Pettineo
  • Shadow proxies / Jochem van der Spek
  • III Bending the pipeline : Real-time phsyically based deformation using transform feedback / Muhammad Mobeen Movania, Lin Feng
  • Hierarchical depth culling and bounding-box management on the GPU / Dzmitry Malyshau
  • Massive number of shadow-casting lights with layered rendering / Daniel Rákos
  • Efficient layered fragment buffer techniques / Pyarelal Knowles, Geoff Leach, Fabio Zambetta
  • Programmable vertex pulling / Daniel Rákos
  • Octree-based sparse voxelization using the GPU hardware rasterizer / Cyril Crassin, Simon Green
  • IV Performance : Performance tuning for tile-based architectures / Bruce Merry
  • Exploring mobile vs. desktop OpenGL performance / Jon McCaffrey
  • Improving performance by reducing calls to the driver / Sébastien Hillaire
  • Indexing multiple vertex arrays / Arnaud Masserann
  • Multi-GPU rendering on NVIDIA Quadro / Shalini Venkataraman.
  • V Transfers : Asynchronous buffer transfers
  • Fermi asynchronous texture transfers / Shalini Venkataraman
  • WebGL models : end-to-end / Won Chun
  • In-game video capture with real-time texture compression / Brano Kemen
  • An OpenGL-friendly geometry file format and its maya exporter / Adrien Herubel, Venceslas Biri
  • VI Debugging and profiling : ARB_debug_output : a helping hand for desperate developers / António Ramires Fernandes, Bruno Oliveira
  • The OpenGL timer query / Christopher Lux
  • A real-time profiling tool / Lionel Fuentes
  • Browser graphics analysis and optimizations / Chris Dirks, Omar A. Rodriguez
  • Performance state tracking / Aleksandar Dimitrijević
  • Monitoring graphics memory usage / Aleksandar Dimitrijević
  • VII Software design : The ANGLE Project : implementing OpenGL ES 2.0 on Direct3D / Daniel Koch, Nicolas Capens
  • SceneJS : a WebGL-based scene graph engine / Lindsay Kay
  • Features and design choices in SpiderGL / Marco Di Benedetto, Fabio Ganovelli, Francesco Banterle
  • Multimodal interactive simulations on the Web / Tansel Halic, Woojin Ahn, Suvranu De
  • A subset approach to using OpenGL and OpenGL ES / Jesse Barker, Alexandros Frantzis
  • The build syndrome / Jochem van der Spek, Daniel Dekkers.