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Low-Energy Application Parallelism (LEAP) 2013 conference in London

LEAP 2013 is the place to learn about and share the latest advances in the use of high-performance parallel computing technology on low-power mobile CPU, GPU and FPGA devices.
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Mali OpenCL SDK

The Mali OpenCL SDK provides developers a framework and series of samples for developing OpenCL 1.1 application on ARM Mali bases platforms such as the Mali-T600 family of GPUs. The many samples cover a wide range of uses cases that utilize the Mali GPU to achieve a significant improvement in performance when compared to running on the CPU alone.
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How to write portable WebGL

How to write portable WebGL comes from the same author as Why you should use WebGL. When programming WebGL you need to be careful to make it portable. This post explains how to make WebGL portable across many devices, what to look out for and techniques to work around the limitations you face.
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Metaverse launches a new market place for COLLADA objects

METAVERSE Technology has launched a new marketplace website for 3D software objects used in the gaming industry, the architecture business, by education providers or users of virtual worlds. The web 3d community is based on both the widely accepted COLLADA format for 3D objects, and standard image file formats for textures. This service is for professional and private 3D artists and graphics designers to market their web3D objects.
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AMD developer conference deadline for proposals March 15

AMD developer conference will be held November 11-14 in San Jose this year. This event gathers together many developers, companies and press. The deadline for submission is March 15, so if you are planning on submitting, you haven't much time left. The submission site is here.
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Applied GPGPU-days 2013

After the success of the GPGPU-day 2012, a new GPGPU event will be organised in the Netherlands. Details will be available online later, however you can signup to the newsletter today to stay on top of upcoming event information.
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Neil Trevett to Keynote LEAP Conference

Neil Trevett will be the Keynote speaker at the Low Energy Application Parallelism (LEAP) Conference in the UK. LEAP 2013 will be the place to learn about and share the latest advances in the use of high-performance parallel computing technology on low-power mobile CPU, GPU, FPGA and embedded processors. Keynotes from ARM and Khronos will set the stage for world-class knowledge transfer around parallel computing on low-energy platforms happening May 21st-2nd 2013 in London.
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OpenGL SuperBible 6th edition available for pre-order

OpenGL SuperBible, Sixth Edition is the definitive programmer’s guide, tutorial, and reference for the world’s leading 3D API for real-time computer graphics, OpenGL 4.X. The best all-around introduction to OpenGL for developers at all levels of experience, it clearly explains both the API and essential associated programming concepts. Readers will find up-to-date, hands-on guidance on all facets of modern OpenGL development, including transformations, texture mapping, shaders, advanced buffers, geometry management, and much more. Fully revised!
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Udacity offers WebGL course “Interactive 3D Graphics”

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Brought to you in partnership with Autodesk, this class will teach you about the basic principles of 3D computer graphics: meshes, transforms, cameras, materials, lighting, and animation. By the end of this class you will know enough to make an animated 3D demo program that runs in a web browser, while also understanding the basic principles of how realistic computer images are generated. Course Instructors are Eric Haines from Autodesk and Gundega Dekena.
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Porting OpenGL Games to Android on Intel Atom Processors

This article introduces how to use OpenGL ES on the Android platform through either the software development kit (SDK) or the Android Native Development Toolkit (NDK) and how to decide which approach to use. The various OpenGL ES sample apps in the SDK and NDK are described as well as the Java* Native Interface (JNI), which allows you to combine Java and C/C++ components. How you decide whether you should target OpenGL ES version 1.1 or 2.0 is also discussed.
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