Real-time GPU-driven ocean rendering
Hans-Kristian Arntzen, ARM
How to efficiently implement realistic agitated ocean water simulation. This case study uses highly parallel Fast Fourier Transform on the GPU, using compute shaders. Two approaches are presented to render the ocean heightmap, using tessellation and a novel LOD scheme.
ARM Mali Demos: Behind the Pixels
Stacy Smith, Senior Software Engineer, ARM
A look at the techniques and effects used in two ARM Mali graphics demos, Hauntheim and SeeMore. Making use of OpenGL®ES 3.0, both demos use radically different lighting techniques to achieve a varied look and feel. The presentation then takes a deep dive into the specifics of using parts of the OpenGL ES 3.0 feature set, such as new frame-buffer formats for high-dynamic-range textures and deferred lighting.
The post Mali Demo Tutorials appeared first on Mali Developer Center.