Evaluate Opacity Micromaps for ray-traced game assets
Introduction
Decide if an asset needs OMM
Choose an OMM representation
Connect OMM to Arm Mali G2-Ultra NX
Build and validate an OMM adoption plan
Next Steps
Evaluate Opacity Micromaps for ray-traced game assets
Who is this for?
This Learning Path is for game graphics developers who need to evaluate whether an alpha-tested asset is suitable for Opacity Micromaps (OMM) on Arm Mali G2-Ultra NX. You can complete the Learning Path without OMM-capable hardware.
What will you learn?
After completing this Learning Path, you'll be able to perform the following tasks:
- Classify microtriangles as opaque, transparent, or unknown from alpha-mask data.
- Trace OMM data from baking through acceleration-structure traversal.
- Choose an OMM format, subdivision strategy, fallback, and validation plan for an asset.
- Identify the Vulkan enablement requirements for ray pipelines and ray queries.
Prerequisites
Before starting, you'll need the following prerequisites:
- Basic familiarity with triangle geometry and alpha-tested materials
- Basic familiarity with ray tracing intersections and acceleration structures
- (Optional) An Arm Mali G2-Ultra NX device and Vulkan capability tools for device validation