Graphics Reference
In-Depth Information
IV
Mobile Devices
Mobile devices are becoming increasingly more powerful, and with the advent of
OpenGL ES 3.0, we now start seeing algorithms on mobile devices that previously
weren't possible. This section covers topics ranging from real-time skin rendering
to deferred shading and mobile compute.
In “Realistic Real-Time Skin Rendering on Mobile,” Renaldas Zioma and Ole
Ciliox share how they implemented skin rendering using physically based shading
models for the Unity “The Chase” demo. Their method makes use of approxi-
mations and lookup textures in order to balance the arithmetic and texture load.
In “Deferred Rendering Techniques on Mobile Devices,” Ashley Vaughan
Smith explores various techniques for doing deferred rendering on mobile devices.
This chapter steps through deferred shading, light pre-pass rendering and light
indexed rendering, and also details extensions that allow ecient read-access to
individual render targets to further improve performance.
In “Bandwidth Ecient Graphics with ARM Mali GPUs,” Marius Bjørge
presents new ARM Mali GPU extensions that allow applications to eciently
read and write data to the on-chip tile buffer. Applications can read the current
color, depth, and stencil values as well as treat the tile buffer as a local storage
with full read and write access. The chapter also contains example use-cases such
as soft particles and deferred shading.
In “Ecient Morph Target Animation Using OpenGL ES 3.0,” James Lewis
Jones shows how OpenGL ES 3.0 can be used to do morph target animation
eciently on mobile devices. Transform feedback is used to blend a set of poses,
and the chapter also describes how to batch blending of multiple poses to reduce
the number of passes.
In “Tiled Deferred Blending,” Ramses Ladlani describes a method for doing
deferred blending. Blended primitives are first tiled to screen-space tiles, and then
each tile is rendered while blending the primitives in a single fragment shader pass.
The method has proven ecient on immediate mode renderers where blending
involves an expensive read-modify-write operation with the framebuffer.
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