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...
View ArticleThread 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...
View ArticleShadow 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...
View ArticleShader 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...
View ArticleMetaballs
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...
View ArticleTerrain 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...
View ArticleSkybox
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...
View ArticleASTC 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...
View ArticleOcclusion 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...
View ArticleParticle 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...
View ArticleIntroduction 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...
View ArticleAdvanced 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...
View ArticleMobile 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...
View ArticleGame 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,...
View ArticleGoogle 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...
View ArticleVulkan 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...
View ArticleVirtual 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...
View ArticleComputer 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...
View ArticleSiggraph 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...
View ArticleUnreal 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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