Tag Archives: OpenGL ES 3.0

On-chip deferred lighting talk at Mosaic3DX

mosaic3dx-talk

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.

mosaic3dx-panel

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.

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