BEGIN:VCALENDAR
VERSION:2.0
METHOD:PUBLISH
BEGIN:VEVENT
ORGANIZER:MAILTO:
DTSTART:20160724T220000Z
DTEND:20160725T130000Z
LOCATION:Anaheim, California
SUMMARY:Moving Mobile Graphics - SIGGRAPH 2016 Course
DESCRIPTION;ENCODING=QUOTED-PRINTABLE:After our d&eacute;but run at SIGGRAPH 2015, Moving Mobile Graphics is back for SIGGRAPH 2016! \n c114_2D00_f114_5F00_3_2D00_a162_2D00_representative_5F00_image_2D00_v1.jpg \n Sunday 24th July 2:00-5:15pm, Ballroom D \n Moving Mobile Graphics is a half-day course providing a technical introduction to the state of the art in mobile graphics from practitioners at the forefront. This year we look at mobile VR, best practices in real-time rendering, GPU compute for image processing, and recent advances in graphics APIs and rendering techniques. Here&#39;s this year&#39;s line up: \n \n \n \n Time \n Speaker \n Talk \n Course notes \n \n \n \n \n 2:00 \n Sam Martin, ARM \n Intro &amp; Welcome \n Download \n \n \n 2:15 \n Andrew Garrard, Samsung R&amp;D UK \n Best Practices for Mobile \n Download \n \n \n 2:40 \n Marius Bjorge, ARM \n Advanced Real-time Shadowing \n Download \n \n \n 3:00 \n Jay Yun, Qualcomm \n Video Processing with Mobile GPUs \n Download \n \n \n 3:45 \n Cass Everitt, Oculus \n Multiview Rendering for VR \n Download \n \n \n 4:15 \n Niklas &quot;Smedis&quot; Smedberg, Epic \n Efficient use of Vulkan on UE4 Mobile \n Download \n \n \n 4:40 \n Ray Tran, CCP \n Making EVE: Gunjack \n Download \n \n \n \n While similar in many respects, desktop and mobile GPUs operate in radically different form factors. The available power budget, potential die area and capacity to dissipate heat differ by several orders of magnitude. To produce graphics of comparable quality within the form factor of a mobile phone all aspects of modern real-time graphics must be put under scrutiny, from GPU hardware design and associated graphics APIs to the algorithms and techniques employed. This half-day course provides a technical introduction to mobile graphics spanning the hardware-software spectrum, and explores the state of the art with practitioners at the forefront of mobile graphics. The course will explore key advances in mobile graphics, including virtual reality, image processing with GPU compute, efficient use of new low-overhead APIs, and tailoring algorithms for mobile architectures. \n You can find details, slides and course notes from last year&#39;s run on the connected community here: \n Moving Mobile Graphics - SIGGRAPH 2015 Course \n SIGGRAPH 2016 is in Anaheim, California. See you there!
X-ALT-DESC;FMTTYPE=text/html:<html><body><p>After our d&eacute;but run at SIGGRAPH 2015, Moving Mobile Graphics is back for SIGGRAPH 2016!</p><p><a href="https://community.arm.com/cfs-file/__key/telligent-evolution-extensions-calendar-calendarfiles/00-00-00-00-05/c114_2D00_f114_5F00_3_2D00_a162_2D00_representative_5F00_image_2D00_v1.jpg"><a href="https://community.arm.com/resized-image/__size/1040x0/__key/telligent-evolution-extensions-calendar-calendarfiles/00-00-00-00-05/c114_2D00_f114_5F00_3_2D00_a162_2D00_representative_5F00_image_2D00_v1.jpg">c114_2D00_f114_5F00_3_2D00_a162_2D00_representative_5F00_image_2D00_v1.jpg</a></a></p><h2>Sunday 24th July 2:00-5:15pm, Ballroom D</h2><p>Moving Mobile Graphics is a half-day course providing a technical introduction to the state of the art in mobile graphics from practitioners at the forefront. This year we look at mobile VR, best practices in real-time rendering, GPU compute for image processing, and recent advances in graphics APIs and rendering techniques. Here&#39;s this year&#39;s line up:</p><table><tbody><tr><th>Time</th><th>Speaker</th><th>Talk</th><th>Course notes</th></tr></tbody><tbody><tr><td>2:00</td><td>Sam Martin, ARM</td><td>Intro &amp; Welcome</td><td>&nbsp;<a title="Intro &amp; Welcome" href="https://community.arm.com/cfs-file/__key/telligent-evolution-extensions-calendar-calendarfiles/00-00-00-00-05/1_2D00_mmg_2D00_siggraph2016_2D00_intro_2D00_sam.pdf">Download</a></td></tr><tr><td>2:15</td><td>Andrew Garrard, Samsung R&amp;D UK</td><td>Best Practices for Mobile</td><td>&nbsp;<a title="Best Practices for Mobile" href="https://community.arm.com/cfs-file/__key/telligent-evolution-extensions-calendar-calendarfiles/00-00-00-00-05/2_2D00_mmg_2D00_siggraph2016_2D00_best_2D00_practice_2D00_andrew.pdf">Download</a></td></tr><tr><td>2:40</td><td>Marius Bjorge, ARM</td><td>Advanced Real-time Shadowing</td><td>&nbsp;<a title="Advanced Real-time Shadowing" href="https://community.arm.com/cfs-file/__key/telligent-evolution-extensions-calendar-calendarfiles/00-00-00-00-05/3_2D00_mmg_2D00_siggraph2016_2D00_shadows_2D00_marius.pdf">Download</a></td></tr><tr><td>3:00</td><td>Jay Yun, Qualcomm</td><td>Video Processing with Mobile GPUs</td><td>&nbsp;<a title="Video Processing with Mobile GPUs" href="https://community.arm.com/cfs-file/__key/telligent-evolution-extensions-calendar-calendarfiles/00-00-00-00-05/4_2D00_mmg_2D00_siggraph2016_2D00_video_2D00_jay.pdf">Download</a></td></tr><tr><td>3:45</td><td>Cass Everitt, Oculus</td><td>Multiview Rendering for VR</td><td>&nbsp;<a title="Multiview Rendering for VR" href="https://community.arm.com/cfs-file/__key/telligent-evolution-extensions-calendar-calendarfiles/00-00-00-00-05/5_2D00_mmg_2D00_siggraph2016_2D00_multiview_2D00_cass.pdf">Download</a></td></tr><tr><td>4:15</td><td>Niklas &quot;Smedis&quot; Smedberg, Epic</td><td>Efficient use of Vulkan on UE4 Mobile</td><td>&nbsp;<a title="Efficient use of Vulkan on UE4 Mobile" href="https://community.arm.com/cfs-file/__key/telligent-evolution-extensions-calendar-calendarfiles/00-00-00-00-05/6_2D00_mmg_2D00_siggraph2016_2D00_vulkan_2D00_smedis.pdf">Download</a></td></tr><tr><td>4:40</td><td>Ray Tran, CCP</td><td>Making EVE: Gunjack</td><td>&nbsp;<a title="Making EVE: Gunjack" href="https://community.arm.com/cfs-file/__key/telligent-evolution-extensions-calendar-calendarfiles/00-00-00-00-05/7_2D00_mmg_2D00_siggraph2016_2D00_gunjack_2D00_ray.pdf">Download</a></td></tr></tbody></table><p>While similar in many respects, desktop and mobile GPUs operate in radically different form factors. The available power budget, potential die area and capacity to dissipate heat differ by several orders of magnitude. To produce graphics of comparable quality within the form factor of a mobile phone all aspects of modern real-time graphics must be put under scrutiny, from GPU hardware design and associated graphics APIs to the algorithms and techniques employed. This half-day course provides a technical introduction to mobile graphics spanning the hardware-software spectrum, and explores the state of the art with practitioners at the forefront of mobile graphics. The course will explore key advances in mobile graphics, including virtual reality, image processing with GPU compute, efficient use of new low-overhead APIs, and tailoring algorithms for mobile architectures.</p><p>You can find details, slides and course notes from last year&#39;s run on the connected community here:</p><p><a class="jive-link-event" href="https://community.arm.com/events/1155">Moving Mobile Graphics - SIGGRAPH 2015 Course</a></p><p>SIGGRAPH 2016 is in Anaheim, California. See you there!</p></body></html>
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