Introduction to Mobile Graphics
This unique course covers mobile graphics technologies and their architectures, the PowerVR framework for mobile graphics development, mobile graphics SDKs, texturing, transformations and example shader code including lighting models. Included are lecture slides with integrated presenter notes, practical exercises including model solutions, and example exam questions and answers.
This course has been developed so that little to no previous knowledge of graphics is required. However, to gain the maximum use of this course, it is advised that the students have some previous graphics experience.
The 2020 Edition now includes support for OpenGL® ES 2.0 and 3.2, and Vulkan, as well as new hardware platforms such as the Chromebook and BeagleBone Black.
Version 2.1 Updated on 24th April 2020
- Lecture 10. Introduction to Vulkan – this lecture is now complete and it introduces the Vulkan graphics API and compares it to OpenGL.
- Practical 9. Running code on BeagleBone© Black – there are now two installation guides for using the BeagleBone© Black. There is the previous manually installation guide for the PowerVR SDK, but there is also now a guide to use a prebuilt image that already contains the PowerVR SDK. It is recommended to use the image with the prebuilt PowerVR SDK.
Latest Version: 2.2 : 26th November 2020
- All cmake file have been updated for practical work.
- Installation instructions have been updated.