Category Archives: Games / Graphics

LPGPU and Sycl at the Game/AI Technology Workshop

At the Game AI Conference 2014 held in Vienna/Austria , Codeplay Ltd. and KG teamed up again to deliver multiple talks about applying OpenCL and SYCL to creating massively parallel AI. The presentations by Bjoern Knafla (Codeplay), Gordon Brown (Codeplay) and Alex Champandard (AiGameDev) were featured on the first day the conference as part of the Technology Workshop on July 7th, to a sold-out audience of some of the best developers from Europe and beyond.




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Geomerics announce Enlighten adoption in Unity 5 at GDC



Geomerics attended the yearly Game Developers Conference in San Francisco recently where it was announced that the popular game engine, Unity, will use Enlighten as it’s lighting technology from Unity 5 onwards. As part of this Geomerics showed the “Transporter” demo using an early build of Enlighten in Unity running on a Samsung Note 10.1.

You can find a video of the announcement talk on the GDC Vault here.

The release of Unity 5 will be the first release of the Enlighten on mobile work started as part of the LPGPU project in a commercial game engine.

ARM Acquires Geomerics

ARM logo

ARM today acquired Geomerics, one of the LPGPU consortium members and developer of Enlighten. Geomerics and ARM have been collaborating on efficient mobile rendering technologies as part of Task 3.6, and presented their work at SIGGRAPH earlier this year. The acquisition expands ARM’s position at the forefront of the visual computing and graphics industries. Additionally, the agreement enables Geomerics to build on their existing partnerships as well as accelerate their development in mobile.

Read the full press release here, and the FAQ here.

On-chip deferred lighting talk at Mosaic3DX


Cambridge recently had the fortune to host Mosaic3DX, a new conference for graphics across a range of markets. Co-located with Mosaic3DX was the Khronos UK Chapter meeting, organised by Samsung R&D UK. Sam Martin from Geomerics was invited to present the on-chip lighting research undertaken during the second year of the LPGPU project in collaboration with ARM. The research demonstrated the use of two novel OpenGL ES extensions developed by ARM to bring console fidelity lighting to mobile devices.


While in town, Geomerics also joined in a panel session with representatives from Imagination Technologies and ARM to discuss the benefits and downsides to API extensions. Are they good for developers? We believe so!

“On-chip” lighting presented at SIGGRAPH Mobile 2013

On chip deferred lighting

On chip deferred lighting

Sam Martin from Geomerics gave at joint talk with ARM during the SIGGRAPH Mobile track this July. The talk, “Challenges with High Quality Mobile Graphics” [pdf], presented new ways to perform efficient dynamic lighting on tile-based GPUs. Using a development board and experimental driver extensions provided by ARM, Geomerics developed “on-chip” alternatives to the traditional but bandwidth-heavy deferred lighting rendering technique. We compared the performance and bandwidth utilisation of these new techniques against a regular off-chip deferred rendering using the recent MRT support in OpenGL ES 3.0, and a forward renderer. We find the bandwidth and power savings of on chip lighting are considerable, saving at least 1 GB/s in a conservative 720p resolution scenario, and much more at higher screen resolutions. We anticipate these techniques becoming available more widely inside the next year.

Enlighten at GDC and MWC

In the last few months there has been a flurry of conference activity. Several LPGPU members could be found walking the floors at Mobile World Congress in Barcelona, and Enlighten could be seen running on Broadcom devices and ARM architectures.

At GDC in San Francisco, Geomerics and ARM were showing their most recent developments on ARM’s booth in the exhibition hall. Over the 3 days of the conference, Geomerics did live demos of Enlighten running on a Mali T604-based device (the Nexus 10), and gave a couple of theatre presentations about Enlighten on mobile devices.

In the video below, Sam Martin from Geomerics gave a short update on progress since SIGGRAPH last year and their plan for mobile graphics. Organizes and Presents at Vienna Game/AI Conf. 2012

The Game/AI Conference took place last week on September 18th to 19th, bringing together the world’s leading game developers interested in artificial intelligence in Vienna. organized the event, which featured two complementary workshops on the 17th and 20th on the topics of behavior logic and character animation. Both Codeplay and presented details about optimizing AI and animation algorithms at these workshops, resulting from work on the LPGPU project.

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Geomerics to present as part of SIGGRAPH Mobile 2012

Sam Martin from Geomerics will be giving a talk at this year’s SIGGRAPH conference, as part of their new SIGGRAPH Mobile track. He will be discussing the state of the art in dynamic lighting on mobile devices, and which additional hardware and API features would make the most useful advances.

Enlighten Palace

Also at SIGGRAPH, Geomerics will also showing their recent work with ARM’s Mali GPUs on the expo floor as part of ARM’s stand (550, just opposite Pixar).

If you are attending SIGGRAPH and would like to meet up, please either drop by the ARM booth or email [email protected] to arrange a meeting.

Geomerics show Enlighten on ARM at the Game Developer Conference 2012

Geomerics have just returned from a successful show at this years Game Developer Conference (GDC) in San Francisco. In partnership with ARM, they showed their real time lighting technology, Enlighten, running smoothly on a Mali-based Samsung Galaxy Tab 7.7 tablet on the expo floor.

You can see Chris Doran demonstrating Enlighten on tablet here:

Enlighten, via ARM CPU, now supports a wide range of mobile devices including the iOS-based iPad and iPhone, as well as Android devices, and is available for licensing now. Presents at the GDC AI Summit

At the Game Developer’s Conference earlier this month, the team gave a presentation on terrain reasoning, tactical behavior and squad logic as implemented in modern action/combat games. The underlying algorithms of the presentation, the reasoning itself, as well as the AI logic for the behaviors were developed as part of the LPGPU project to develop industry-grade benchmarks of game AI — as seen in the games industry.

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