3D Graphics API Abstraction*
Cross platform development is a reality. Targeting just DirectX or OpenGL is no longer acceptable. Come learn how to make your life easier by abstracting your graphics pipeline to support multiple graphics APIs.
We’ll discuss the graphics APIs supported in major platforms (mobile and desktop). We’ll cover the main differences between OpenGL and DirectX. We’ll also discuss one approach for designing an abstracted graphics API and the challenges encountered along with implementation details.
[09.2011] Maximize Performance through CPU instrumentation and GPU analysis – Unite 11
[08.2011] Optimization Strategies for Intel HD Graphics – SIGGRAPH 2011
[03.2011] MAXIS-mizing Darkspore for Mainstream Graphics using Intel GPA 4.0 – GDC 2011
[03.2010] Don’t Dread Threads – GDC 2010
[03.2010] Develop and Optimize Your Game for Netbooks – GDC 2010
Omar A Rodriguez is a graphics software engineer in the Intel Software and Services Group, where he supports Intel graphics solutions in the Visual Computing Software Division. He holds a B.S. in Computer Science from Arizona State University. Omar is not the lead guitarist for the Mars Volta.
Kyle Weicht is a software engineer in the Intel Software and Services Group, where he supports Intel graphics solutions in the Visual Computing Software Division. He holds a B.S. in Game Development from Full Sail University.