GPU Pro 360 Guide to Mobile Devices最新文献

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Optimizing OpenCL Kernels for the ARM Mali-T600 GPUs 针对ARM Mali-T600 gpu优化OpenCL内核
GPU Pro 360 Guide to Mobile Devices Pub Date : 2018-09-03 DOI: 10.1201/9781351138000-18
J. Gronqvist, Anton Lokhmotov
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引用次数: 8
Bandwidth Efficient Graphics with the ARM Mali GPUs 带宽高效图形与ARM马里gpu
GPU Pro 360 Guide to Mobile Devices Pub Date : 2018-09-03 DOI: 10.1201/9781351138000-14
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引用次数: 0
Implementing a GPU-Only Particle-Collision System with ASTC 3D Textures and OpenGL ES 3.0 使用ASTC 3D纹理和OpenGL ES 3.0实现gpu专用粒子碰撞系统
GPU Pro 360 Guide to Mobile Devices Pub Date : 2018-09-03 DOI: 10.1201/9781351138000-20
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引用次数: 0
Efficient Soft Shadows Based on Static Local Cubemap
GPU Pro 360 Guide to Mobile Devices Pub Date : 2018-09-03 DOI: 10.1201/9781351138000-23
{"title":"Efficient Soft Shadows Based on Static Local Cubemap","authors":"","doi":"10.1201/9781351138000-23","DOIUrl":"https://doi.org/10.1201/9781351138000-23","url":null,"abstract":"","PeriodicalId":150939,"journal":{"name":"GPU Pro 360 Guide to Mobile Devices","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-09-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127942211","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Hybrid Ray Tracing on a PowerVR GPU PowerVR GPU上的混合光线追踪
GPU Pro 360 Guide to Mobile Devices Pub Date : 2018-09-03 DOI: 10.1201/9781351138000-19
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引用次数: 2
Efficient Morph Target Animation Using OpenGL ES 3.0 使用OpenGL ES 3.0高效变形目标动画
GPU Pro 360 Guide to Mobile Devices Pub Date : 2018-09-03 DOI: 10.1201/b16721-22
James L. Jones
{"title":"Efficient Morph Target Animation Using OpenGL ES 3.0","authors":"James L. Jones","doi":"10.1201/b16721-22","DOIUrl":"https://doi.org/10.1201/b16721-22","url":null,"abstract":"Demand for impressive graphics in mobile apps has given rise to ever-more powerful GPUs and new graphics APIs such as OpenGL ES 3.0. These advances enable programmers to write cleaner and more efficient implementations of computer graphics algorithms than ever before. One particular area that stands to benefit is the facial animation of characters in mobile games, a technique that is commonly implemented using morph targets. Morph target animation requires artists to pre-create multiple poses of a model offline. Later on, during application execution, these poses are mixed together in varying quantities to create animation sequences such as blinking eyes or a frowning face. When used in conjunction with skinning, the technique can serve as the foundation of a feature-rich character animation system. Historically, morph target animation has seen heavy use in PC and console games but a lack of flexibility in earlier graphics APIs has led to complicated or expensive implementations on mobile platforms. This chapter describes an efficient implementation of morph target animation that makes use of the transform-feedback API introduced in OpenGL ES 3.0. The application in this chapter is a continuation of the Gremlin demo, which was first introduced in a previous article [Senior 09]. The demo has been entirely rewritten and has been updated to take advantage of OpenGL ES 3.0 on PowerVR Series6 mobile GPUs.","PeriodicalId":150939,"journal":{"name":"GPU Pro 360 Guide to Mobile Devices","volume":"40 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-09-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125831198","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Deferred Rendering Techniques on Mobile Devices 移动设备上的延迟渲染技术
GPU Pro 360 Guide to Mobile Devices Pub Date : 2018-09-03 DOI: 10.1201/9781351138000-13
A. Smith
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引用次数: 0
Realistic Real-Time Skin Rendering on Mobile Renaldas Zioma and Ole Ciliox 逼真的实时皮肤渲染在移动Renaldas Zioma和Ole Ciliox
GPU Pro 360 Guide to Mobile Devices Pub Date : 2018-09-03 DOI: 10.1201/9781351138000-12
{"title":"Realistic Real-Time Skin Rendering on Mobile Renaldas Zioma and Ole Ciliox","authors":"","doi":"10.1201/9781351138000-12","DOIUrl":"https://doi.org/10.1201/9781351138000-12","url":null,"abstract":"","PeriodicalId":150939,"journal":{"name":"GPU Pro 360 Guide to Mobile Devices","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-09-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122407379","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Animated Characters with Shell Fur for Mobile Devices 动画人物与壳皮毛移动设备
GPU Pro 360 Guide to Mobile Devices Pub Date : 2018-09-03 DOI: 10.1201/9781351138000-21
{"title":"Animated Characters with Shell Fur for Mobile Devices","authors":"","doi":"10.1201/9781351138000-21","DOIUrl":"https://doi.org/10.1201/9781351138000-21","url":null,"abstract":"","PeriodicalId":150939,"journal":{"name":"GPU Pro 360 Guide to Mobile Devices","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-09-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129707357","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Tiled Deferred Blending Ramses Ladlani 平铺延迟混合Ramses Ladlani
GPU Pro 360 Guide to Mobile Devices Pub Date : 2018-09-03 DOI: 10.1201/9781351138000-16
{"title":"Tiled Deferred Blending Ramses Ladlani","authors":"","doi":"10.1201/9781351138000-16","DOIUrl":"https://doi.org/10.1201/9781351138000-16","url":null,"abstract":"","PeriodicalId":150939,"journal":{"name":"GPU Pro 360 Guide to Mobile Devices","volume":"80 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-09-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130146430","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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