"Vulkan on mobile done right" is now available on YouTube alongside great talks exploring the state of the art in mobile rendering #SIGGRAPH2020@thekhronosgroup@VulkanAPI
Working on ReSTIR Direct Illumination with some clustered shading twist. Next stop is some kind of variable rate shading to reduce the cost even further.
In this tutorial series from SIGGRAPH, we enhance a Vulkan renderer with ray tracing features to implement real-time pixel-perfect shadows (with and without transparency) and a bonus reflection effect.
https://t.co/saSTBmOjS0
#tutorial#raytracing#vulkan#shadows#reflection
In two standout sessions at @siggraph, our team shared how Arm neural technology is bringing AI-enhanced graphics to mobile. With neural accelerators coming to Arm GPUs, developers will soon be able to deliver desktop-quality visuals at lower GPU cost using neural upscaling.
https://t.co/nr9EzjEai5
The Arm Developer Ecosystem team is looking for a Technical Lead for Graphics in the UK. Great opportunity to join a team working on advanced rendering techniques for mobile games!
https://t.co/RSCUlnwzSY https://t.co/uedPPpHzsW
@SaschaWillems2@matiasgoldberg asking internally, it appears this has been fixed (and both limits increased) for the Mali-G series, but will unfortunately remain like that in Mali-T880 and older because devices with Midgard GPUs are unlikely to receive driver updates at this point
Moving Mobile Graphics is back again at SIGGRAPH this year: https://t.co/f2ICszgM5x (@zeuxcg@romainguy@josmil1 Kay Chang and our new moderator, Jesse Barker) 9am PST Monday 24th August
meshoptimizer v0.14 released!
Better geometry compression, shorter triangle strips (if you need them), new index compression algo for strips/lines, gltfpack geometry/animation optimizations, UASTC support, and more gltfpack changes...
⭐/RT appreciated!
https://t.co/BFp4Mr46Lw