• Benchmarking floating-point precision in mobile GPUs - Part II

    Tom Olson
    Tom Olson

    This is the second in a series of blogs about floating-point quality in GPUs. In part I, I claimed that a lot of programmers don't really understand floating-point numbers, and argued that if you're going to use it for anything remotely tricky, you'd…

    • over 6 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Combined Reflections: Stereo Reflections in VR

    Roberto Lopez Mendez
    Roberto Lopez Mendez

    Introduction

    Reflections are an important element in how we visualize the real world and developers therefore use them extensively in their games. In a previous blog I discussed how to render reflections based on local cubemaps and the advantages of this…

    • over 4 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Using Compute Post-Processing in Vulkan on Mali

    Hans-Kristian Arntzen
    Hans-Kristian Arntzen

    Vulkan fully supports compute shaders, however, they are quite underutilized on mobile. The reasons might be not having content which can take advantage of it, not having the knowledge of how to use compute, or not knowing how to use compute efficiently…

    • over 2 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog