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High Quality Text Rendering

Contents Objective Overview Evaluating a font size Texture generation Further improvements Complete Source Code Use of the code snippets present within this page is subject to the terms of the Mali...

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Thread Synchronization

Contents Introduction to thread synchronization Sync objects The application OpenGL ES Context management in a Multi-Threading environment Conclusions Source Code and References Use of the code...

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Shadow Mapping

Contents Objective Overview of shadow mapping Light pass Normal pass Reference and Source Code Use of the code snippets present within this page is subject to the terms of the Mali OpenGL ES SDK for...

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Shader Pixel Local Storage

Contents Introduction to pixel local storage Application Design G-Buffer Generation Pass Shading pass Combination pass Conclusion References and Source Code This tutorial demonstrates how a GPU can be...

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Metaballs

Contents Introduction Stages Calculation of sphere positions Scalar field generation Marching Cubes cell-splitting Marching Cubes triangle generation and rendering Source Code and References Use of...

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Terrain Rendering with Geometry Clipmaps

Contents Introduction Representing the Terrain Snapping the Terrain to a Grid Sampling Textures in Vertex Shader Heightmap Representation Heightmap Update Heightmap Blending Frustum Culling Using...

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Skybox

Contents Skybox Overview Texture Setup Vertex Shader Fragment Shader Visual Output Source Code Use of the code snippets present within these pages is subject to the terms of the Mali OpenGL ES SDK for...

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ASTC Texture Compression

Contents Introduction What is ASTC? Texture preview Texture encoding Texture loading Texture updating Visual output Appendix: Mesh data flow Source Code and SDK Use of the code snippets present within...

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Occlusion Culling with Hierarchical-Z

Contents Introduction Test scene Hierarchical-Z Rendering Hierarchical-Z depth map Filtering data sets with compute shaders Hierarchical-Z Visibility Test Frustum Culling Pre-pass Computing Screen...

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Particle Flow Simulation with Compute Shaders

Contents A brief introduction to fluid dynamics Storing the particle data Simulation Particle rendering Sorting The Application Source Code and references Use of the code snippets present within this...

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Introduction to compute shaders

Contents The compute model, implicit vs. explicit parallelism Compiling and executing a compute shader Reading and writing data to buffer objects Reading and writing to textures Sharing memory between...

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Advanced Shading Techniques with Pixel Local Storage

Contents Introduction Translucency and subsurface scattering Approximated translucency shading Computing per-pixel object thickness Shading pass References to Pixel Local Storage Source Code and Mali...

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Mobile World Congress 2017

Date: 27 Feb – 2nd March 2016 Location: Barcelona, Spain We will be attending Mobile World Congress 2017, the world’s largest gathering for the mobile industry. Visit our stand to experience our latest...

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Game Developers Conference (GDC) 2017

Date: 27 Feb – 3 March 2017 Location:  San Fransisco, CA, USA Held at the Moscone Center in San Fancisco, the Game Developers Conference (GDC) is the primary forum where programmers, artists,...

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Google European Android Indie Games Contest launches

Google has launched a competition for Indie Game Developers based in Europe with an aim to showcasing the best in Indie games and giving developers the opportunity for much wider industry and public...

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Vulkan Tools

As high performance and high efficiency are increasingly demanded on mobile devices, developers are looking to the Vulkan API for the future of mobile graphics and compute. ARM’s Vulkan conformant Mali...

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Virtual Reality (VR) Tools

Developing a Mobile Virtual Reality application requires a different approach to ‘traditional’ app development. Users are immersed while using a VR application and expect objects and the world around...

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Computer vision and deep learning software library – Binary version for...

The downloadable package include documentation and binary builds of the library for multiple platforms. Linux 32-bit (ARMv7a) Android 32-bit (ARMv7a/AArch32) Android 64-bit (AArch64) For any questions...

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Siggraph 2017 call for submissions

SIGGRAPH, the conference on Computer Graphics and Interactive Techniques, is reminding people to prepare for submissions for its 2017 event in Los Angeles. Submissions are invited based on four main...

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Unreal Engine 4 Tools

Support for texture parameters, texture layers and sampler parameters. Redesigned Assets View: show only the data you need. Understand which vertex and fragment shaders are the most expensive. An...

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