Overcome the VR performance challenges with Khronos APIs
VR is the most demanding graphics rendering application for GPUs and CPUs. At the same time, VR is becoming the next “big thing”, so the Khronos standards have worked hard to help VR becoming mainstream in any computational platform: from mobile, to console and to desktop environments.
The event is focused on the graphics rendering aspects of VR, and is intended to be of interest to both those using APIs like OpenGL ES, Vulkan and WebGL directly, as well as developers that use game engines to produce VR content that want to gain a better understanding of how this is achieved.
13:30-15:30: Technical Presentations
Developing Esper for GearVR (20min) – Ross Furmidge, Coatsink
Introduction to the challenges of VR (10min) – Gemma Paris, ARM
How Khronos APIs are enabling VR (15min) – Alon Or-bach, Samsung Electronics
Overview of VR rendering techniques (30min) – Michael Worcester, Imagination Technologies
A case study with Multiview extension (30min) – Thomas Poulet, ARM
15:30-16:00: Tea & Coffee Break
16:00-17:00: Panel Discussion
How can I get the best use of Khronos APIs for VR?
Olly Nicholson, Unity Alon Or-bach, Samsung Electronics Michael Worcester, Imagination Technologies Ross Furmidge, Coatsink Gemma Paris, ARM (Chair)
17:00-19:00: VR demos - Demos from ARM (Based on Unreal Engine 4), Coatsink and Samsung Electronics
17:00-19:00: Networking ...with food and drinks! - Free pizzas and beers (with thanks to Samsung Electronics)