OpenGL ES 3.1 is the latest iteration of OpenGL ES released by the Khronos Group for mobile devices and has recently been extended by Google with the Android* Extension Pack. Together, they extend the standard graphics API with new functionality aimed at bringing desktop-quality rendering to mobile platforms.
Intel was one of the first hardware vendors to fully support the new API in its GPUs, and Fractal Combat X (http://oykgames.com/fractal-combat-x/) was the first OpenGL ES 3.1-powered Android title released to the community. The game leverages the new API in a number of ways including PCF shadow sampling and texture sampling in the vertex shader. Besides OpenGL ES 3.1, the game also exploits several Intel-specific OpenGL ES extensions. Geometry shaders are used for high-quality particle rendering, and hardware tessellation improves terrain geometric resolution and viewing distance.
This joint session by Egor Yusov, Jon Kennedy, and Davide Pasca (lead developer of Fractal Combat X) will cover new functionality exposed in OpenGL ES 3.1, the Android Extension Pack and Intel extensions and how they were used in Fractal Combat X. Davide will also talk about his experience developing for Intel® processor-based platforms, including:
Experience with compiler setup for x86 (Intel® SSE2, auto-vectorization, etc.)
Experience moving from OpenGL ES 2.0 to OpenGL ES 3.1 (shaders, setup, etc.)
Using extensions and their benefits: improved quality and functionality