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Developer Summit at ARM TechCon

Venue:

TechMart

Location:

Santa Clara, CA

Date:

29 October 2013 - 31 October 2013

Room/Booth/Stand:

Network Meeting Center

 


The Developer Summit at ARM® TechCon™ takes place October 29 – 31 at the Network Meeting Center at the TechMart in Santa Clara, CA. The Developer Summit is an ARM-hosted event and is free to attend.

Join us at this three day event as we offer technical talks and hands-on workshops presenting information you need to develop successfully on ARM-based technology.

Meet technical experts from these participating companies preparing to deliver the latest in the areas of OSes, gaming, UI, GPU compute, embedded and enterprise, security and tools: 

  • Autodesk
  • Canonical
  • Cocos2d
  • Collabora
  • Deutsche Telekom
  • DSP Concepts
  • Embedded Vision
    Alliance
  • eyeSight
  • Goo Technologies
  • Google
  • Marmalade
  • Micrium
  • Mozilla
  • MultiCoreWare
  • PlayJam
  • Oracle
  • Sprint
  • SUSE
  • Synopsys
  • Texas Instruments
  • u-blox
  • Unity Technologies


Visit the ARM University Program at the Developer Summit

The ARM University Program raises awareness of using ARM technology as teaching aids amongst creators of academic curricula, coursework, and project work at universities worldwide.  Learn how to incorporate and use ARM in teaching labs and the classroom in a variety of ways. Collateral and various demonstrations of ARM partner hardware, teaching materials, Lab-in-a-Box (LiB) donation packages, Keil™ MDK-ARM™, and DS-5™ software tools will be showcased. General information about the ARM University Program and other resources such as academic textbooks written around ARM will also be available.


ARM-Profile 

Tuesday, October 29, 2013


Meeting Room: San Jose
Meeting Room: New Almaden Meeting Room: Milpitas Meeting Room: Morgan Hill
10:30 - 10:55

Event Overview - Nizar Romdhane, ARM

11:00 - 11:50

GPU Compute for Mobile Devices

Johnathan Kirkham
Tim Hartley,
ARM

Optimizing the cocos2d-x Android library: a DS-5TM Streamline case study

Guilherme Marshall, ARM

Cellular Modules to enable the Internet of Things

Michael Ammann
Mark A. Murray,
u-blox

Enabling ARMv8 on Linux without hardware, the SUSE way

Alexander Graf, SUSE

12:00 - 12:50

Behind Decisions of Coco2d:
Mobile Games Trends and Opportunities

Zhe Wang, Cocos2d

Energy Harvesting Remote

Andy Moore, ARM

Open Build Service - building and distributing software packages to support Linux from embedded to server platforms

Andrew Wafaa, ARM

1:00 - 1:50

Accelerate Your Mobile Apps and Games for Android on ARM

Matt Du Puy, ARM

Asynchronic Sample Rate Converter

  Fausto D. Holguin, DSP Concepts

From Robots to Servers 

Adrian Vanezuela, Texas Instruments

Adrian Vanezuela, Texas Instruments
2:00 - 2:50

Accelerating Applications with RenderScript

Jason Sams
Tim Murray, Google

Build once and deploy to any
ARM®-powered device

Keithen Hayenga, Marmalade

Security Aspects of Germany's
Next Chancellor Smartphone

Jean-Pierre Seifert,
Deutsche Telekom

Internet of Things with Java and ARM

Jai Suri, Oracle

3:00 - 3:50

Optimize your OpenCL and RenderScript code for mobile platforms

Jonathan Kirkham
Johan Gronqvist, ARM

Android Utility as a Demonstration and Prototyping Platform

Eric Gowland, ARM

HTML5 and Home Networks

Amol Bhagwat, CableLabs

Wayland: Efficient graphics architecture
for ARM Linux

Nicolas Dufresne, Collabora

4:00 - 4:50

Code optimization across CPU and GPU assets

John Stratton, MultiCoreWare

Creating Smarter Applications and Systems Through Visual Intelligence

Jeff Bier, Embedded Vision Alliance

µC/Probe Graphical Live Watch™

Jean J. Labrosse, Micrium
5:00 - 5:50

eyeSight on ARM MaliTM

Gideon Shmuel, eyeSight

 

 

 

Wednesday, October 30, 2013


Meeting Room: San Jose Meeting Room: Milpitas
10:30 - 10:55
 
Daniel Galpin, Google
Stacy Smith, ARM
Stacy Smith, ARM
 


Gamestick ARM Technology Powered
by PlayJam

Sameer Baroova, PlayJam

 

 

11:00 - 11:50

Moving towards a services based approach on Hyperscale with JuJu

Akash Chandrashekar, Canonical

12:00 - 12:50

 Open Source to Comply or Not to Comply?

Brooks|Kushman

1:00 - 1:50

 Interactive Audio Product Design

Paul Beckman, DSP Concepts

2:00 - 2:50

Unity 4.3 new features and optimization advice

Carl Callewart, Unity Technologies

 

3:00 - 3:50

ARM Developer Education Resources

Gemma Paris, Sylwester Bala, ARM

Speed up software development for ARMv8 processor-based network applications

Robert Kaye, ARM
Tom De Schutter, Synopsys

 

4:00 - 4:50

Leveraging 3D assets for 2D games using Maya LT

Greg Castle, Autodesk

 

5:00 - 5:50

Profiling and Debugging Games on Mobile Platforms

Anand Patel, ARM

Thursday, October 31, 2013


Meeting Room: San Jose Meeting Room: Milpitas Meeting Room: Morgan Hill
10:30 - 11:20

HTML5/WebGL graphics made easy

Marcus Krüger, Goo Technologies

 

 

11:30 - 12:20

HTML5 - the Art of Illusion

Matt Spencer, ARM
12:30 - 1:20

 

Break

 

1:30 - 2:20

Webkit Rasterization

Matt Spencer, ARM 

 

Rapid Prototyping of Cellular Connected Microprocessors Workshop


Mike Finegan, Sprint
Dave Carey, u-blox
Sam Grove, ARM

IoT Workshop

Chris Styles, ARM

2:30 - 3:20

Introduction to Scaleform: a Fast, Cross-platform Rendering Engine

Ankur Mohan, Autodesk
3:30 - 4:20

 

Session Details


Title Company Overview

Accelerate Your Mobile Apps and Games for Android on ARM

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ARM

Learn to perform Android application and systems level analysis on Android apps and platforms using tools from Google, ARM, AT&T and others. Find bottlenecks in both SDK and NDK activities and learn different approaches to fixing those bottlenecks and better utilize platform technologies and APIs.

Android Movie Filter and Presence/Mobile Desktop

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ARM Join Eric Gowland, an engineer from ARM’s Applied Systems Engineering Team, in discussing Android’s utility as a demonstration and prototyping platform. Specifically, Eric will present two technical demonstrations developed at ARM. The first is a Movie Effects camera application which utilises Renderscript for GPGPU Image Filtering. The second is a Mobile as Desktop prototype which uses various Android features and applications to explore contextual User Interface reconfiguration.

ARM® Mali™ Developer Education Resources

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ARM

ARM Mali GPUs are leading the way with Open GL ES 3.0 and GPU Compute enabled processors and its growing ecosystem, which includes free tools and educational material for developers to learn how to optimize performance of their mobile games and embedded graphics applications as well as providing several example codes from high-computing flag cloth simulation, to EGL fence for thread synchronisation, particle effects, high quality text rendering, fur simulation and more.

Energy Harvesting Remote

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ARM

This session will describe the development of a low power energy harvesting remote control. This system was designed around a ARM Cortex-M0+ CPU, which controls voltage converters, the IR receiver and emitter, the E-Ink Screen and other sensors. This project shows how a carefully applied microcontroller can reduce the number of components used in a system by taking advantage of its advanced CPU and peripherals. We will describe the development of this project which used the ARM® mbed™ development and freedom board platforms to speed up development, using both mbed web and Keil MDK™ environments.

GPU Compute for Moble Devices

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ARM

This presentation will look at the current landscape of GPU compute on mobile; some of the use cases and the available APIs.

It will then focus on the details of the OpenCL and RenderScript APIs, looking at how they work and how to use them.

When we've established the basics of OpenCL we'll take a closer look at the specifics of how it works on Mali platforms.

Lastly we'll take all of that knowledge and describe optimisation techniques for OpenCL on Mali, ending with an in depth case study of an image filter algorithm.

HTML5 - The ARM of Illusion

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ARM

Learn how to create beautiful, responsive, jank busting HTML user experiences with a mix of intelligent design and a touch of magic. The session will highlight the pitfalls of HTML CSS and JavaScript, how and when to offload to the GPU. When thats not possible, how to create the illusion of speed.

IoT Workshop

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ARM

 

Open Build Service - building and distributing software packages to support Linux from embedded to server platforms

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ARM

Linux is an established operating system with servers, and many mobile and embedded platforms are using Linux and a collection of open source packages including Tizen, Jolla, Ubuntu Touch or Android. Creating and distributing binary packages for Linux as well as creating installable system images for multiple distributions of Linux can be a serious logistical headache. The Open Build Service (OBS) is a generic system to build and distribute binary packages from sources in an automatic, consistent and reproducible way. You can release packages as well as updates, add-ons, appliances and entire distributions for a wide range of operating systems, including both Community and Enterprise, and hardware architectures.

This presentation will present the architecture of OBS and how it is being used to build and distribute packages on ARM. Its use of virtualization for security and flexibility will also be explained along with the use of simulation models such as QEMU and ARM Foundation model.

OpenStack on ARM

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ARM

 

Optimised Effects for Mobile Graphics AKA Dynamic Duo

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ARM

A much expanded combination of two smaller talks both well received at European conferences and in a private stand at GDC2013, this presentation revolves around OpenGLES techniques to implement more dynamic characters and environments despite the bandwidth restraints inherent in mobile GPUs.

Presented mostly in a very diagrammatic and algorithmic way, these techniques can be understood by 3D graphics novices, but offer advanced insights into graphics code optimisation.

Optimize your OpenCL and RenderScript code for mobile platforms

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ARM

We will show The optimization techniques to best utilize the hardware when programming GPUs using OpenCL or RenderScript for the mobile platforms. We will discuss some of the techniques that we have found to be useful on ARM Mali GPUs.

Optimizing the Cocos2d-x Android Library: a DS-5 Case Study

[Back to top]

ARM

Profiling and Debugging Games on Mobile Platforms

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ARM

How to deliver a far more visually appealing experience to end users by utilizing API analysis to debug Open GL® ES 3.0 graphics, optimize performance of the gaming application and improve the user's understanding of the graphics pipeline.

Speed up software Development for ARMv8 Processor-based Network Applications

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ARM

Webkit Rasterization

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ARM

We will explore the current GPU acceleration in Webkit based browsers, and discover how rasterization does not make effective use of the GPU. The presentation will then focus on the current challenges of GPU rasterization and the work that ARM have been doing to accelerate text rendering

Introudction to Scaleform: a Fast, Cross-platform Rendering Engine         Autodesk             Scaleform is the leading provider of graphics rendering technology that is widely used in mobile application and user interface development. In this talk, I'll provide an overview of Scaleform technology and describe a couple of techniques that enable users to achieve better rendering peformance by reducing pixel overdraw.

Leveraging 3D assets for 2D games using Maya LT

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Autodesk

Take a tour through the process of developing a fully modeled, textured, and animated character for a 2D side scrolling game using 3D workflows and assets. Learn how to create advanced real-time material effects using Maya LT, as well as the benefits of using HumanIK to rapidly create believable character animations. Finally, we'll cover how to export animation frames to a sprite sheet and use that sprite sheet in a simple 2D game using Scaleform.

Open Source to Comply or Not to Comply?

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Brooks|Kushman

In the embedded developer space we hear more and more about open source, and low cost development platforms such as Mbed, Arduino, Raspberry Pi, Beagle Board. Both of these elements provide powerful enablers to quickly develop proof of concepts demos. As these products move from proof of concept and into the product development phase, continued use of open source has obligations. These obligations and risk apply to the developer and the end customers. The presentation is meant to provide practical guidance for

(1) identifying exactly what open source is in your modules
(2) understanding/complying with the applicable license terms
(3) providing a framework to ensure compliance for future new products

HTML5 and Home Networks

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CableLabs This session will provide an overview of DLNA’s HTML5–based Remote User Interface solution for home network devices and how video service providers plan to make use of the solution for distribution of their video services to retail CE devices. The session will also include a demonstration of open source implementation of DLNA HTML5 RUI.  

Moving towards a services based approach on Hyperscale with JuJu

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Canonical

 

Behind Decisions of Cocos2d: Mobile Game Trends and Opportunities

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Cocos2d

This speech will cover the important tech decisions behind the development of Cocos2d, such as platform expansions, scripting languages, editors support, 3D extension and how we benefit from ARM, including ARM DS-5 tools and Neon technology. With detailing the internal competitions and milestones in Cocos2d history, audiences will take away Cocos2d core developer's view about the trend of mobile game industry and potential opportunities in the near future.

Wayland: Efficient graphics architecture for ARM Linux

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Collabora

ARM-based consumer electronics and embedded applications have to deal with ever-increasing demands on display resolution, video bandwidth and graphics complexity. Delivering a compelling user experience on a competitive power or thermal budget requires making efficient use of every available hardware unit to provide the best media, display and graphics performance. Outside of Android, the display stack on Linux systems has typically been through fragile ad-hoc custom framebuffer drivers, or the X window system with it's historical design bringing a number of challenges. This talk will introduce the Wayland display architecture for Linux and provide a comparison with Android's SurfaceFlinger and the X window system, and explain potential benefits such as increased performance, code re-use from Android stacks, and reduced investment in software enablement code. Collabora has contributed to the development of the Wayland protocol & Weston, its reference implementation, so this talk will include several case studies about making use of hardware acceleration, integrating efficient media play-back, and how the technology can be used as an effective solution to typical graphics challenges in the ARM ecosytem.

Security aspects of Germany's next chancellor smartphone

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Deutsche Telekom

 Mobile phones are the most personal  computing devices of our times. We use them for private and sensitive business purposes. That is why smartphones have become very attractive targets for attackers. Thus, even the Graphics Processing Units (GPU), in addition to many other platform devices, should be very well protected for high security areas. That is why we have built a minimal ARM MALI GPU multiplexer, accompanied by a frame buffer and input multiplexer, which results in an I/O system for a Type-1 virtualized system with an extremely small trusted computing base. Using this principle, Trust2Core GmbH has developed a so-called Type1 Hypervisor for the Android operating system and has implemented it successfully on a commercial smartphone for the first time. Via protected virtualization the microkernel then allocates resources to the Android operating system itself and to apps as well. This solution is also the basis for highly secured applications employed by government agencies and other public-sector customers. The system is configured as a MILS (Multiple Independent Levels of Security) architecture, which provides excellent isolation properties.  It resulted in a government-approved secure smartphone and tablet called SimKo3.  

Asynchronic Sample Rate Converter

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DSP Concepts Converting an audio record from one sample rate to another can be challenging. Doing it while optimizing efficiency, fidelity and flexibility involves synthetizing complex requirements into a simple design, performance analysis and tuning. This session takes you through the steps of implementing a high quality ASRC on the Cortex-M4 processor.

Interactive Audio Product Design

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DSP Concepts

In this one hour session we will design, implement, optimize, tune, and deliver code that can be easily integrated into an audio product. We'll focus on the processing needed for loudspeakers, headphones, and docking stations. Along the way you will learn about the audio processing capabilities of the ARM Cortex-M4 and Cortex-A processors.

Creating Smarter Applications and Systems Through Visual Intelligence

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Embedded Vision Alliance Tools and technologies available to developers from Embedded Vision Alliance to create smarter applications and Systems.

eyeSight on ARM Mali

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eyeSight

The presentation will explore eyeSight's advanced gesture recognition technology and the benefits of running on the powerful ARM Mali GPU; eyeSight has developed highly optimized touch-free solutions that take advantage of the ARM GPU architecture. The Mali's massive horsepower and natural pixel-processing abilities are ideal for image processing, enabling enhanced gesture capabilities while conserving system resources. The presentation will cover the key benefits of running on GPU and eyeSight's machine vision capabilities.

Launching Goo Engine — HTML5/WebGL graphics made easy

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Goo Technologies

Goo Technologies is now at ARM Dev Summit launching Goo Engine making advanced WebGL development available to the web creators of the world. Leveraging a decade of high end graphics engine development, Goo Engine is built for performance and scalability yet accessible for both novice web creators and the hard core web coder to build advanced games, ads and interactive graphics with stunning quality.

Accelerating Applications with RenderScript

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Google

 

Game Developer Workshop

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Google / ARM

Marmalade - Build once and deploy to any ARM-powered device

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Marmalade

The Marmalade SDK is a powerful cross-platform SDK for the development of high-performance rich games and apps for mobile, desktop, and Smart TV platforms. Marmalade is flexible and open and enables direct access to the hardware, providing native performance on every device. With Marmalade you can compile natively for ARM with maximum CPU performance and target OpenGL ES directly with maximum GPU performance.

µC/Probe Graphical Live Watch™

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Micrium This class will present an award winning tool developed by Micrium called uC/Probe that is a must-have for any developer designing embedded products around the ARM Cortex-M family of IP cores.  uC/Probe’s highly intuitive user interface allows the embedded developer to view or change the value, at run-time, of target variables using graphical objects.  Through special plug-ins, uC/Probe is supported by ARM’s DS5 debugger as well as IAR’s C-Spy which provides non-intrusive access to run-time data.  In this session you will learn what uC/Probe is, how it works and how you can use it to gain visibility into your embedded target.  The class will include a demonstration of some of the many features of uC/Probe.

Code optimization across CPU and GPU assets

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MultiCoreWare

 

Internet of Things with Java and ARM

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Oracle The applications technology landscape surrounding the Internet of Things, also called machine-to-machine (M2M) communications, is a Wild West full of proprietary technology implementations and a highly fragmented vendor ecosystem. Java enables a standards-based platform to enable highly integrated end-to-end device-to-data-center solutions. This session outlines some of the key challenges service providers face today in developing, scaling, and extending end-to-end M2M architectures. With the help of sample architectural blueprints and reference use cases, the session elaborates on the benefits of using Java Embedded in combination with Java middleware products in effectively addressing these challenges, as well as describe ongoing Java support investments for ARM chipset architectures.

GameStick — ARM Technology Powered by PlayJam

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PlayJam

 

Rapid Prototyping of Cellular Connected Microprocessors Workshop

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Sprint / Ublox/ ARM Join Sprint and ARM for a hands-on workshop on rapid prototyping of cellular connected microprocessors using ARM's MBED IoT Development Platform. In the fast evolving world of the "Internet of things" solutions need to be responsive, innovative, and nimble. We invite developers and engineers to learn how to use the mbed.org microcontroller based on the ARM® CortexTM-M3 microprocessor to quickly compile applications using innovative cloud platform to create new "connected prototypes". Learn tips on how to develop from prototype to platform using ARM's mbed NXP LCP1768 and U-blox Lisa C200.

Enabling ARMv8 on Linux without hardware, the SUSE way

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SUSE

ARM has been the shooting star on the Linux sky for the last few years now - shooting up from the embedded spheres. SUSE is as bright as ever in the Enterprise business, which ARM is starting to tackle with their 64bit cores. This talk will tell you about things SUSE and the openSUSE project did to enable running on ARM systems, how ARM is different and why both are a great match. It will also give some technical details on how the enablement happened as well as status reports on where we are and where we're heading. If you're interested in running a full blown Linux distribution on ARM systems, this is your talk.

From Robots to Servers

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Texas Instruments Using the $45 BeagleBone Black open source computer as the foundation for making As the “Maker Movement” grows, so does the demand for approachable yet complete open-source computers and code. In this session, Adrian Valenzuela, a member of the BeagleBoard.org community as well as the Sitara™ processors marketing director at Texas Instruments (TI), will talk about how BeagleBoard.org’s latest computer—BeagleBone Black—meets these needs by focusing on the true cost of the system, collaboration, openness, connectivity and elimination of barriers, from concept to commerce. Join Adrian in this session to find out how Makers can use BeagleBone Black to quickly and easily bring a variety of sophisticated, low-cost physical computing applications— including robots, home automation systems and servers—to life.

Cellular Modules to enable the Internet of Things

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u-blox

This session will introduce the u-blox product offerings and technologies for connected devices.  A mbed enabled Internet of Things starter kit will be presented and used during demonstrations. The session is relevant for business and technology professionals already exploring or looking to start for developing for the “Internet of Things”.

Unity 4.3 new features and optimization advice

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Unity Technologies

The session will cover how to build a 3d game from starting with importing 3d art , creating game play, using Unity's powerful optimization tools and how to build to the Nexus 10




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