This year’s Siggraph is the 43rd international conference and exhibition on Computer Graphics & Interactive Techniques and takes place from the 24th to 28th July in Anaheim, California. A regular event on the ARM calendar, we’re looking forward to another great turn out with heaps to do and see from all the established faces in the industry as well as some of the hot new tech on the scene.
A particularly exciting part of Siggraph this year is the return of the popular Moving Mobile Graphics course. Taking place on Sunday 24th July from 2pm to 5.15pm, this half day course will take you through a technical introduction to the very latest in mobile graphics techniques, with particular focus on mobile VR. Talks and speakers will include:
- Welcome & Introduction - Sam Martin, ARM
- Best Practices for Mobile - Andrew Garrard, Samsung R&D UK
- Advanced Real-time Shadowing - mbjorge, ARM
- Video Processing with Mobile GPUs - Jay Yun, Qualcomm
- Multiview Rendering for VR - Cass Everitt, Oculus
- Efficient use of Vulkan UE4 - Niklas Smedberg, Epic Games
- Making EVE: Gunjack - Ray Tran, CCP Games Asia
Visit the course page for more information. Slides will be available after the event so sign up to our Graphics & Multimedia Newsletter to be sure to receive all the latest in ARM Mali news.
Tech Talk
We’ll also be giving a great talk on Practical Analytic 2D Signed-Distance Field Generation. Unlike existing methods, instead of first rasterizing a path to a bitmap and then deriving the SDF, we can calculate the minimum distance for each pixel to the nearest segment directly from a path description comprised of line segments and Bezier curves. Our method is novel because none of the existing techniques work in vector space and our distance calculations are done in canonical quadratic space so be sure to come along to Ballroom B on Thursday from 15:45-17:15 to learn about this ground breaking technique.
Poster session
Elsewhere at the event we’ll be talking about Optimized Mobile Rendering Techniques Based on Local Cubemaps. The static nature of the local cubemap allows for faster and higher quality rendering and the fact that we use the same texture every frame guarantees high quality shadows and reflections with none of the pixel instabilities which are present with other runtime rendering techniques. Also, as there are only read operations involved when using static cubemaps, the bandwidth use is halved which is especially important in mobile devices where bandwidth must be carefully balanced at runtime. Our Connected Community members have already produced a number of blogs on this subject and have demonstrated how to work with soft dynamic shadows, reflections and refractions amongst other great techniques. Check these out here and come along at the event to speak to our experts!