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|Session Name:||Dynamic Resolution Rendering for OpenGL ES 2.0 and WebGL|
|Track / Format:||Programming|
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|Overview:||Pixel shading work is one of the most expensive stages in games' rendering pipelines due to lighting, post processing, and other image space effects. Omar Rodriguez, a graphics software engineer from Intel, will discuss a technique to reduce pixel shader load by dynamically modifying the rendering resolution. This technique, common in the console and PC games space, is especially useful and well suited for mobile and web platforms.|