Vulkan Multipass: mobile deferred done right

Hans-Kristian Arntzen, Senior Engineer, Arm

This presentation covers how Vulkan Multipass greatly benefit deferred shading use cases on mobile. Multipass allows developers to implement highly efficient deferred shading on mobile tile-based GPUs with the standard Vulkan API.

Watch a video of the demo here.

Vulkan 101

Tom Olson, Director of graphics research, Arm

An introduction to the Vulkan API. Tom Olson discusses the API’s history, how it works in comparison with OpenGL, and why developers should be looking to move to Vulkan in the future.


Vulkan’s key features on Arm Architecture

Daniele Di Donato, Senior Software Engineer, Arm

The key features of the Vulkan high-performance graphics API on the latest Arm Cortex CPU and Arm Mali GPU architectures.


Introduction to SPIR-V Shaders & Using SPIR-V in practice with SPIRV-Cross Part 1 video & slides

Neil Hickey, Compiler Engineer, Arm

A look at the capabilities of SPIR-V Shaders with Vulkan, followed by an overview of offline SPIR-V compilation, creating pipeline layouts, porting to other graphics APIs and debugging complex shaders.


Introduction to SPIR-V Shaders & Using SPIR-V in practice with SPIRV-Cross Part 2 video & slides

Hans-Kristian Arntzen, Engineer, Arm

The second half of the look at the capabilities of SPIR-V Shaders with Vulkan, followed by an overview of offline SPIR-V compilation, creating pipeline layouts, porting to other graphics APIs and debugging complex shaders.


Get your Engine ready for Vulkan on Mobile

Hans-Kristian Arntzen, Engineer, Arm

This talk covers the key features and benefits for mobile platforms from the Vulkan API, and provides guidelines on how to prepare your graphics engine for Vulkan.


Achieving high-performance graphics on mobile with the Vulkan API

Marius Bjørge, Graphics Research Engineer, Arm

An overview of Vulkan vs OpenGL, followed by tips on how to use the Vulkan API effectively. The presentation covers command buffers, memory, shaders, render passes and more.


Porting to Vulkan

Hans-Kristian Arntzen, Engineer, Arm

Techniques for porting your code to the Vulkan API. The talk covers everything you need to know, including Memory Allocation, Pipelines, Subpasses and Push Constants.


9 tips for Vulkan development

Damien Mabin, Google

Vulkan is a new graphic API that offers more control over the GPU than OpenGL did. More control gives you the opportunity to have better performance, but it also leaves more room for mistakes that can negatively affect performance. If you’re new to Vulkan and want to see how it would change your graphic development experience, join us for a quick overview and some tips on what to keep in mind when developing with Vulkan API.


Vulkan on Android

Alon Or-bach, Samsung Electronics

The Vulkan API allows developers greater control over when and how things happen in their apps. Find out more about using Vulkan on Android and the benefits it can provide developers.


Get the most from Vulkan in Unity with practical examples from Infinite Dreams

Roberto Lopez Mendez, Senior Software Engineer, Arm | Marek Wyszyński, VP & Co-Founder, Infinite Dreams | Mikko Strandborg, Vulkan Lead, Unity

Developers can achieve key benefits like reduced power consumption and optimized CPU and GPU utilization, enabling richer scene content and an overall increase in game FPS when porting their games to Vulkan. Arm, Unity and Infinite Dreams have teamed up to showcase the tangible benefits provided by the Vulkan API on the Unity engine. Unity will also present a technical deep dive on lessons learned and performance tips used when integrating Vulkan into the Unity rendering pipeline.