Results for: vulkan
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:
Generating 3D scenes from 2D images more efficiently – Mobile NeRF rendering using Vulkan on Adreno GPU
Co-written with Aleksandra Krstic, Alex Bourd and Shuaib Arshad.
Suppose you came home from vacation with a few dozen photos from different perspectives of the Eiffel Tower or the Taj Mahal or...
https://developer.qualcomm.com/blog/generating-3d-scenes-2d-images-more-efficiently-mobile-nerf-rendering-using-vulkan-adreno-gpuTags:
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:
Snapdragon Spaces: An OpenXR Implementation for Developing Headworn AR Experiences
In our recent blog post, The Architecture of Snapdragon Spaces, we discussed the features and benefits of our Snapdragon Spaces XR Developer Platform for developing headworn AR experiences. We also...
https://developer.qualcomm.com/blog/snapdragon-spaces-openxr-implementation-developing-headworn-ar-experiencesTags:
Improving Foveated Rendering with the Fragment Density Map Offset Extension for Vulkan
Co-written by Jonathan Wicks and Sam Holmes
In The Evolution of High Performance Foveated Rendering on Adreno, we detailed how foveated rendering reduces the rendering workload in XR devices. We...
https://developer.qualcomm.com/blog/improving-foveated-rendering-fragment-density-map-offset-extension-vulkanTags:
The Evolution of High Performance Foveated Rendering on Adreno
Co-written by Jonathan Wicks and Sam Holmes
Virtual reality (VR) headsets immerse users by bringing the screen directly to the user’s eyes as two separate displays, one for each eye.
Developers can...
https://developer.qualcomm.com/blog/evolution-high-performance-foveated-rendering-adrenoTags:
XR1 Platform Makes It Real for Developers
Extended reality (XR) refers to the wide range of virtual-to-real world environments including VR (virtual reality), AR (augmented reality), and various combinations of the two. XR is a hot topic and...
https://developer.qualcomm.com/blog/xr1-platform-makes-it-real-developersTags:
Developing 3D Graphics with Vulkan on Mobile
At GDC 2018 there was a lot of coverage of the Vulkan API, which is an open-standard, cross-platform, and extensible 3D graphics API from the Khronos Group. While Qualcomm Developer Network has...
https://developer.qualcomm.com/blog/developing-3d-graphics-vulkan-mobileTags:
Heterogeneous Computing: An Architecture and a Technique
If you’re looking to create great mobile experiences, optimization isn’t optional: it’s a crucial step that helps transform good ideas into great execution. In our previous “Start Cooking with...
https://developer.qualcomm.com/blog/heterogeneous-computing-architecture-and-techniqueTags:
Upgraded Tools for Vulkan: Adreno SDK and Snapdragon Profiler
Have you been following the Vulkan graphics and compute API? Shortly after it was made available, we posted about the explicit control Vulkan gives developers over graphics acceleration and the...
https://developer.qualcomm.com/blog/upgraded-tools-vulkan-adreno-sdk-and-snapdragon-profiler