Date: 10 – 14 August, 2014
Location: Vancouver, Canada
SIGGRAPH is the event of the year for the computer graphics enthusiast with a cutting-edge technical program and an exhibition that provide inspiring glimpses into the latest in digital art, emerging technologies and collaborative opportunities.
ARM at SIGGRAPH 2014
Visit ARM at Booth #933 in the Mobile Pavilion to discover how you can expand the mobile experience with ARM technology! You will learn about the latest and greatest of computer graphics on mobile silicon through a range of in-depth demonstrations from both ARM and a selection of our Ecosystem partners. On the booth you will find:
- The latest GPU technology in shipping devices
- Inspiration for how compute shaders can be used in an application
- Advice on how to produce great lighting effects on mobile devices
- Tools from ARM and ARM Partners that will improve the performance and energy efficiency of your applications
Joining ARM on Booth #933 will be:
Monday 11 August, 9:00 AM – 10:30 AM, Rooms 118-120
The number of 3D graphical applications on mobile devices has grown exponentially in recent years, increasing the demand for new features and improved performance from the current generation of hardware and software. The first response to these demands arrived with the launch of OpenGL® ES 3.0 which provided programmers with additional features to enhance the quality and performance of their products. But simply improving the API cannot resolve the physical restrictions of the hardware, such as the limited size of memory available in the mobile devices to store textures. Adaptive Scalable Texture Compression (ASTC) helps developers to resolve this issue, providing a unique compression algorithm able to compress both 2D and 3D textures in LDR or HDR range. The adaptability of this compression format allows artists to get the best trade-off between quality and texture size, helping them to differentiate their products.
In this talk, both artistic and programming aspects will be covered through classical and experimental use cases. The benefits of using the ASTC format will be explained by using statistics from comparison with existing texture compression formats like ETC2 as well as by showing how ASTC performs in the case of 3D HDR textures available in OpenGL ES 3.0. The combination of ASTC and features from OpenGL ES 3.0 such as transform feedback and instancing helped us to create our experimental use case where a particle system managed entirely by the GPU is able to manage collisions with volumetric objects by using compressed 3D textures to express the volume data.
Wednesday 13 August, 10:45 am – 12:15 pm, Rooms 109-111
The most significant difference between mobile GPUs and their desktop equivalents is the limited availability of sustained memory bandwidth. With advances in bandwidth expected to be incremental for many years, mobile graphics must be tailored to work efficiently in a bandwidth-scarce environment. This is true at all levels of the hardware-software stack. We showed previously that deferred rendering could be made bandwidth efficient by exploiting the on-chip memory used to store tile framebuffer contents in many tile-based GPUs. We refer to this memory as tile local storage. In this talk, we build upon this research to demonstrate the versatility and effectiveness of tile local storage with real world content. We show how key rendering challenges can be met efficiently by use of tile local storage, and present an updated extension that has cross-vendor support.