Results for: Gaming & Graphics
High-Order Filtering and Block Matching: New Image Processing Extension for Vulkan Optimizes Performance and Power Usage
One of the main uses of a GPU is image (texture) sampling and processing. GPUs have specialized, built-in hardware to perform nearest-neighbor, bilinear, and bicubic filtering (with the...
https://developer.qualcomm.com/blog/high-order-filtering-and-block-matching-new-image-processing-extension-vulkan-optimizesTags:
Reducing Rendering Work and Memory Operations in Stereoscopic Scenes – New Multiview Extensions for Vulkan
To render stereoscopic views in extended reality (XR) development, how do you treat each view differently and account for the difference in perspective? A common XR technique is to use multi-viewport...
https://developer.qualcomm.com/blog/reducing-rendering-work-and-memory-operations-stereoscopic-scenes-new-multiview-extensionsTags:
Hardware-Accelerated Ray Tracing Improves Lighting Effects in Mobile Gaming
How realistic is the light representation in the mobile games you develop? A big part of the user experience in all games is how well you approximate the real-world model of light, including...
https://developer.qualcomm.com/blog/hardware-accelerated-ray-tracing-improves-lighting-effects-mobile-gamingTags:
Sketchable Plus Brings Digital Drawing to Windows on Snapdragon
Silicon Benders is a company that specializes in creative software on the Windows Platform. They’re also one of the first companies to have deployed a native 64-bit Windows on Snapdragon app on the...
https://developer.qualcomm.com/blog/sketchable-plus-brings-digital-drawing-windows-snapdragonTags:
Using Super Resolution to Boost Resolution in Virtual Reality
Co-written by Sam Holmes
Virtual reality (VR) devices utilize high resolutions and framerates to create a sense of presence and immersion. Creating immersive content at these high resolutions and...
https://developer.qualcomm.com/blog/using-super-resolution-boost-resolution-virtual-realityRunning Dynamic Spatial Audio Inside Earbuds – IDUN audio
What will it take for headphone audio to feel and sound like real-world audio?
The engineers at IDUN audio in Denmark have an answer: dynamic spatial audio. They’ve implemented an...
https://developer.qualcomm.com/blog/running-dynamic-spatial-audio-inside-earbuds-idun-audioTags:
Why Snapdragon Spaces is a big deal for AR Development
We believe that lightweight headworn AR glasses are poised to become the next evolution of the smartphone. They offer even more immersive experiences than 2D screens and will transition users from...
https://developer.qualcomm.com/blog/why-snapdragon-spaces-big-deal-ar-developmentTags:
A Virtual Boost in VR Rendering Performance with Synchronous Space Warp
Co-written by Jonathan Wicks and Sam Holmes
Rendering in VR demands that hardware and applications maintain very high frame rates. A typical PCVR (PC and VR) setup comprises a PC connected to a head-...
https://developer.qualcomm.com/blog/virtual-boost-vr-rendering-performance-synchronous-space-warpTags:
AR and Snapdragon Spaces: From Theory to Practice
Augmented reality (AR) has evolved to the point where we think lightweight headworn AR glasses are poised to become the next evolution of the smartphone. This lets users view their surroundings...
https://developer.qualcomm.com/blog/ar-and-snapdragon-spaces-theory-practiceTags:
Accelerate your machine learning networks using TVM and the Adreno OpenCL ML APIs on Adreno GPUs
You like running your machine learning (ML) workloads with the Qualcomm Adreno OpenCL ML SDK on Adreno GPUs. But you also want to use the optimized kernel library for Adreno, with the kind of end-to-...
https://developer.qualcomm.com/blog/accelerate-your-machine-learning-networks-using-tvm-and-adreno-opencl-ml-apis-adreno-gpus