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Optimising OpenGL ES VR renderers for mobile

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Presentation
  • Session
  • Wednesday, 27 April 2016
  • 11:27 - 11:27
  • Duration: 29 mins
  • Publication date: 04 May 2016
  • Location: Watson Watt, The IET - Savoy Place, London, United Kingdom
  • Part of event Going Beyond Games

About the session

Going Beyond Games: Optimising OpenGL ES VR renderers for mobile 

An overview of the PowerVR GPU architecture 

Motion-to-photon latency in VR systems 

Where bottlenecks tend to occur in VR rendering pipelines 

What features/extensions we will be exposing in our graphics driver to enhance VR performance 

How to profile and debug OpenGL ES renders on PowerVR Android devices

Innovation through visualisation

The film and gaming industries have long been at the forefront of visual effects and immersive technologies, which now, more than ever, are being utilised across the science and engineering community.

The first annual IET Going beyond Games seminar aims to provide delegates with insights into virtual and immersive technologies and how this technology is being applied outside the gaming industry.

The seminar will examine and assess the current technology, explore (through a series of case-studies) ways in which it is currently being successfully applied across science and engineering and look at future opportunities for both gamers and engineers as the technology develops.

Virtual Reality isn’t just about gaming

Virtual Reality offers a wide range of uses beyond gaming with the potential to increase efficiency, save time and reduce costs across a variety of industries and applications.

Whether it’s training surgeons on a virtual patient, planning and prototyping large-scale construction projects, exploring the viability of a virtual design, visualising complex information or experiencing a scenario in a virtual cyber-space; many specialised fields are already investing heavily in Virtual Reality and it is fast becoming an increasingly valuable tool for developers and engineers.

 

Keywords:
  • Deferred Rendering
  • Gaming Studios
  • Graphics Developers
  • Lens Distortion
  • TBDR
  • Tile Based Deferred Rendering
  • Tiling
  • Virtual Reality

Channels

Communications

Communications

Speaker

  • Joe Davis

    Joe Davis

    Imagination Technologies, Leading Developer Technology Engineer

    Since 2013 I have led small team of engineers dedicated to debugging and optimizing 3D graphics applications. This includes games, operating systems, in-car systems, user interfaces and web browsers.
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