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Performance and Optimization Tutorials

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Optimize Your Mobile Game: ARM Tools

Stephen Barton, ARM

How can you detect where the performance bottlenecks are in your code? Try utilizing API analysis to debug graphics, optimize performance of the gaming application and improve a user’s visual experience. This talk introduces you to the tools and skills needed to conduct valuable profiling and debugging of your application.

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OpenGL ES 3.1 and the Android Extension Pack

Hans-Kristian Arntzen, Software Engineer, ARM
Tom Olson, Director, Graphics Research, ARM

OpenGL ES 3.1 provides a rich set of tools for creating stunning images. This talk will cover best practices for using advanced features of OpenGL ES 3.1 on ARM Mali GPUs, using recently developed examples from the Mali SDK. We’ll also look at some of the extended functionality available in Android L with the Android Extension Pack, and present best practices for using advanced features such as tessellation and ASTC texture compression on mobile platforms. Finally, we’ll look at how mobile graphics APIs are evolving and what the future might hold.

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Best Coding Practises for Mobile Platforms

Roberto Lopez Mendez, ARM

A review of the best practises and recommended techniques to overcome the most common problems faced when developing under the unique challenges of mobile platforms. A number of techniques to optimize CPU load as batching, culling, LOD and sorting are reviewed. Best practices to balance the load on vertex and fragment shader are examined. The main factors influencing bandwidth load are also discussed.

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Optimized Rendering based on Local Cubemaps

Roberto Lopez Mendez, ARM

How to implement reflections, refractions and a completely new technique for rendering real-time shadows based on the use of the local cubemap technique.

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Optimized Effects for Mobile Devices

Stacy Smith, Senior Software Engineer, ARM

Many developers in the mobile space started out in the desktop or console space and are re-creating their work in those spaces for mobile. Some of them find that they have to drop the complexity of their content in order to achieve reasonable performance on mobile, but this needn’t necessarily be the case. Desktop and mobile GPUs work in different ways and have different capabilities; understanding these differences can inform a more efficient usage of the resources available on mobile GPUs.

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Optimizing and Debugging Mobile Games

Lorenzo Dal Col, Product Manager, ARM

Let ARM introduce you to methodologies for the efficient rendering of high quality 3D graphics in mobile games. The scope of this presentation by Lorenzo Dal Col is to show how these tools can be used to analyze and optimize games and game engines as ARM does with its Ecosystem partners like Unity, Gameloft and Epic Games.

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Batching and Dynamic Geometries

Stacy Smith, Senior Software Engineer, ARM

An overview of effective batching techniques for mobile graphics development, combined with an examination of how ARM has generated dynamic animated geometry from static vertex buffers in demos through the years, generating complex and elegant motion from little more than a couple of floating point values.

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ASTC


Adaptive Scalable Texture Compression

Tom Olson, Director of graphics research, ARM

An explanation of why texture compression is important, before moving onto the feature set and image quality of ASTC.

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Getting the most out of ASTC

Stacy Smith,  Senior Software Engineer,  ARM

The advantages of ASTC compared to other texture formats, as well as the best practises of using ASTC and ASTC Full Profile.

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ASTC for graphics developers

Stacy Smith, Senior Software Engineer,  ARM

This “Getting the Best out of ASTC” white paper is a user guide for graphics developers to know how ASTC works, and most importantly, it describes all the different configuration options and gives examples on the improvements a developer can get by tailoring the configuration. This tutorial was included in the GPU Pro 5 publication

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ASTC does it

Stacy Smith,  Senior Software Engineer,  ARM

Whether you’re an artist using the desktop tools or a programmer integrating the command line compressor into your asset pipeline, this guide to making effective use of the new Adaptive Scalable Texture Compression method, with a focus on selecting the right quality settings and metrics for your artwork, will be useful for you. Presented by Stacy Smith at GDC 2014.

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ASTC: The extra dimension

Daniele Di Donato, Senior Software Engineer,  ARM

A look at  particle simulations, physics simulations, and what makes ASTC special.

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PLS


Advanced Uses of Pixel Local Storage

Marius Bjorge, ARM

An introduction to a technique for real-time indirect lighting – storing albedo and depth for use in a spatial structure which we use to relight the scene on the GPU. We will show how this can be implemented efficiently as well as a very efficient method to update dynamic reflection maps for image based lighting. Finally, we will also show how all this can be very efficiently rendered on mobile using on-chip memory.

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The post Performance and Optimization Tutorials appeared first on Mali Developer Center.


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