Date: 3 December, 2015
Location: London, UK

We are pleased to let you know that due to popular demand, your ARM team in collaboration with TIGA, are hosting the ARM Game Developer Day on the 3rd of December, at Rich Mix, in Central London.
Be part of the future of mobile game technology. Bring along your project challenges for expert advice on how to maximise performance of your game for mobile platforms. Learn about the latest ARM CPU and Mali GPU architecture, multicore programming and tile-based mobile GPUs and see how to implement highly optimized rendering effects for mobile.
The day will feature:
- Talks on mobile VR, Geomerics advanced applications of dynamic global illumination plus a Panel discussion on “the future of mobile game technology”
- VR showcase area with live demos
- Q&A Clinics and the sharing of best coding practice for mobile platforms
- Open discussions with ARM experts about your own project challenges and suggested improvements
- The opportunity to network with top UK mobile game developers and engineers
- Free hot lunch and refreshments throughout the day
- Free drinks from 6:00pm onwards for networking and on-going Q&A sessions
Agenda
Registration
Register for the day and enjoy some tea or coffee.
Welcome
Richard Wilson, TIGA
TIGA’s Richard Wilson welcomes you to the day.
ARM Introduction
Nizar Romdhane, ARM
An introduction to ARM and our IP.
ARM CPU architecture
Chris Shore, ARM
An introduction to multicore programming for ARM Cortex CPUs, big.LITTLE technology and NEON, which will show you how to extract the maximum performance from the ARM CPU architecture.
ARM Mali GPU Architecture
Sam Martin, ARM
An overview of the unique features of ARM Mali GPUs, covering its tile-based GPU architecture, designed to maximize performance with little power consumption.
Get the most out of ASTC
Daniele Di Donato, ARM
The talk covers the advantages of ASTC compared to other texture formats, as well as the best practises of using ASTC and ASTC Full Profile. ASTC demos will also be displayed at the demo area.
Fast approximate indirect lighting on mobile
Marius Bjorge, ARM
This talk introduces a technique for doing real-time indirect lighting. We store albedo and depth for use in a spatial structure which we use to relight the scene on the GPU. We will show how this can be implemented efficiently as well as a very efficient method to update dynamic reflection maps for image based lighting. Finally, we will also show how all this can be very efficiently rendered on mobile using on-chip memory.
Real-time GPU-driven ocean rendering on mobile
Hans-Kristian, ARM
The talk covers how to efficiently implement realistic agitated ocean water simulation. This case study uses highly parallel Fast Fourier Transform on the GPU, using compute shaders. Two approaches are presented to render the ocean heightmap, using tessellation and a novel LOD scheme.
Advanced applications of dynamic global illumination
Toby Grimshaw, Geomerics
Today effective lighting, and global illumination in particular, can enhance the realism of a scene to the point where it is hard to distinguish computer graphics from images of the physical world.
We present an overview of the Enlighten feature set, and explain how it enables high visual quality, rapid iteration and novel gameplay features on all platforms from mobile and console to virtual reality.
ARM Tools: Profiling and Debugging your games on mobile platforms
Stephen Barton, ARM
How can you detect where the performance bottlenecks are in your code? Try utilizing API analysis to debug OpenGL ES graphics, optimize performance of the gaming application and improve the user’s visual experience. This talk introduces you to the tools and skills needed to conduct valuable profiling and debugging on your application.
Best Coding Practises for Mobile Platforms
Roberto Lopez Mendez, ARM
The speaker will review the best practises and recommended techniques to overcome the most common problems faced when developing under the unique challenges of mobile platforms. A number of techniques to optimize CPU load as batching, culling, LOD and sorting are reviewed. Best practices to balance the load on vertex and fragment shader are examined. Main factors influencing bandwidth load are discussed.
Developing VR Games for Mobile Platforms
Sam Martin, ARM
We’ll take a look at how VR on a mobile device is achieved, what you can do to improve your VR experience, and what we might expect to see in the future.
Designing and Programming VR Games for Mobile Platforms
Patrick O’luanaigh, nDreams
ARM Partner nDreams share their experiences developing for Mobile VR.
Optimized Mobile Rendering Techniques in the Ice Cave Demo
(PART 1)
Sylwester Bala, Daniele Di Donato and Roberto Lopez Mendez, ARM
A number of highly optimized rendering effects developed for the Ice Cave demo are reviewed. The speakers will show how they implemented the procedural skybox, fireflies, fog, light shaft, bloom and specular effects that allow achieving Ice Cave a remarkable high visual quality running in mobile devices.
Optimized Mobile Rendering Techniques in the Ice Cave Demo (PART 2)
Sylwester Bala, Daniele Di Donato and Roberto Lopez Mendez, ARM
The speakers will show how they implemented reflections, refractions and real-time shadows based on the local cubemap technique. Also, they will cover a new application of local cubemaps in volumetric lighting for rendering light shafts.
Panel Discussion: The Future of Mobile Game Technology (nDreams, ARM, PlayCanvas) moderated by Will Freeman (journalist)
An open discussion on the future of mobile gaming.
Networking Drinks @ Outside Bar
A chance to network and socialise at the end of the day.
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