The importance of mobile depth data to achieve virtual-to-real interactions in AR/MR is analyzed. Current state of mobile depth sensors and alternatives are presented.
Being over four months into my new job at Arm, I'm still learning about the company and all the many areas of technology that we're involved in. One of these areas is machine learning (ML).
I believe there will be 5 areas where SLAM technology will improve and fundamentally change the lives of consumers and businesses in the near future. Let me explain how SLAM could transform each one.
SLAM is one of a number of key areas that will be made possible through Augmented Reality and Virtual Reality. SLAM promises to be transformative - but what is it?
Get the latest gaming market update with a report from Newzoo. They explain the mobile gaming oppertunity that exists within the gaming industry and the figures behind that explain this opportunity.
In this blog, I will take you through the plotted and varied history of AR, while attempting to show the current landscape of the technology and where it is heading in the future.
Arm like every company, regularly releases new offerings for Partners. What does this mean for the developer ecosystem that run on Arm? We explain the connection.
This blog shares our experience developing our AR and ML demo using Google ARCore and Arm NN in Unity. Throughout this guide I'll point out the most important steps.
As a football fan, I thought I would try out the BBC Sport Virtual Reality (VR) app for myself and see what it was like. My first time on VR did not disappoint.
The BBC will be showing the 2018 football World Cup in virtual reality (VR), but there is a need to manage expectations. The technology, like Gareth Southgate’s squad, is still young but potentially very…
This blog post will outline how we can use two Vulkan queues with different priorities to enable optimal scheduling for compute post-processing workloads.
The uptake and advancement of new use cases in the smartphone market means previous generation devices eventually won’t be able to run the advanced workloads and use-cases that are becoming increasingly…
A breakdown of making a demo for an event from the eyes of a graphics artist. In this blog we showcase the work that went into making a "Museum of Gaming" VR demo for GDC 2018.
Until now, mobile VR lacked the ability to reach 6DoF sensing when a headset is in use. Arm and FTG port a console game to mobile, with none of the drawbacks.
Jungwoo Kim from Samsung takes a moment to recap the benefits of Vulkan’s cross platform capabilities for those
who may not yet be working with this most recent API from Khronos.
GDC 2018 - first up this morning is a talk on Post Processing Effects for Mobile from Arm’s very own Stephen Barton and Attilio Provenzano, as well as Srdja Stetic-Kozic from Serbian game studio, Nordeus…