
IV
Mobile Devices
Mobile devices are becoming increasingly more powerful, and with the advent of
OpenGL ES 3.0, we now start seeing algorithms on mobile devices that previously
weren’t possible. This section covers topics ranging from real-time skin rendering
to deferred shading and mobile compute.
In “Realistic Real-Time Skin Rendering on Mobile,” Renaldas Zioma and Ole
Ciliox share how they implemented skin rendering using physically based shading
models for the Unity “The Chase” demo. Their method makes use of approxi-
mations and lookup textures in order to balance the arithmetic and texture load.
In “Deferred Rendering Techniques on Mobile Devices,” ...