Accomplishments
Publications
- developer.samsung.com/game - Game asset, OpenGL ES & Vulkan user guides (October 2017 release - lead author)
- PowerVR Hardware Architecture Overview for Developers (contributor)
- PowerVR Performance Recommendations The Golden Rules (contributor)
- PowerVR Performance Recommendations (contributor)
- PowerVR Hardware Architecture Guide for Developers (SGX/PowerVR Series5 - lead author)
- GPU Pro 2: Shader Based Water Effects
Blogs
- Imagination Technologies blog: Posts by Joe Davis
Public speaking
2017
Ludicious, Zurich
GameBench open(London)
- OpenGL ES & Vulkan debugging & optimization
- Panel discussion: VR and beyond: How will emerging technology shape the future of testing?
Casual Connect Berlin
- Optimizing High-End Games for Premium Mobile Devices (video)
Devcom, Cologne
- Bringing Games to New Platforms
2016
GDC San Francisco
- Panel Discussion: Is Vulkan a Game Changer? (chair)
- Tobias Hector, Software Design Engineer, Imagination Technologies
- Niklas Smedberg, Senior Engineer, Epic Games
- Bill Bilodeau, Google, Inc.
- Dean Sekulic, Croteam
2015
GDC San Francisco
- PowerVR Graphics Keynote - Latest Developments and Future Plans
- Optimizing Games for PowerVR
GDC Europe
- PowerVR Graphics - Latest Developments and Future Plans (slides)
Gamebench open(London)
- Roundtable: Optimising games across platforms: is life getting easier or harder for developers?
2014
GDC San Francisco
idc (Imagination Developer Connection) London
- What’s Under the Hood – the Architecture of High-end Mobile Graphic Hardware (slides)
- Profiling and Debugging Mobile Graphics with the PowerVR SDK (slides)
2013
GDC San Francisco
- Using the PowerVR SDK to Optimize your Renderer (slides)
2012
GDC San Francisco
- Getting Great Graphics Performance with the PowerVR Insider SDK
- PowerVR: Masterclass in Graphics Technology and Optimization
2011
GDC San Francisco
- PowerVR SGX overview for developers