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Blogs

Latest Blogs
  • OpenGL ES 3.0 on Mali GPUs - Business as usual

    Jakub Lamik
    Jakub Lamik
    Last year I had an opportunity to cover the award-winning products based on ARM MaliTM-T604 including Google's Chromebook and Nexus 10. Since then, those devices have reached millions of consumers…
    • September 11, 2013
  • Flipping the FLOPS - how ARM measures GPU compute performance

    Jem Davies
    Jem Davies
    It's time we deal with the measurement of compute performance in GPUs. My latest ARM blog covers the issue of Floating-point Operations Per Second - FLOPS, or GFLOPS or TFLOPS. …
    • September 11, 2013
  • Benchmarking floating-point precision in mobile GPUs

    Tom Olson
    Tom Olson
    When we talk about GPU performance we usually talk about speed. But, In my next few blogs, I talk about benchmarking the quality of GPU floating-point arithmetic.
    • September 11, 2013
  • Benchmarking floating-point precision in mobile GPUs - Part II

    Tom Olson
    Tom Olson
    This is the second in a series of blogs about floating-point quality in GPUs.
    • September 11, 2013
  • More ASTC in ARM Mali GPUs - High Dynamic Range and 3D

    Sean Ellis
    Sean Ellis
    ASTC supports both High Dynamic Range and three-dimensional texture compression. I show how these features work and what effects they can be used for in content.
    • September 11, 2013
  • Easier OpenGL ES debugging on ARM Mali GPUs with GL_KHR_debug

    Jan-Harald Fredriksen
    Jan-Harald Fredriksen
    We recently added support for this extension to the OpenGL ES drivers for the Midgard architecture GPUs. In this post I will write about how this extension can be used to improve error reporting and make…
    • September 11, 2013
  • Mali Maintains its Leadership Position - the best just keeps getting better!

    Steve Steele
    Steve Steele
    The last few days have been a busy time in the graphics world with the great and the good collecting in sunny LA for SIGGRAPH 2012. The announcements kicked off early Monday morning with Khronos announcing…
    • September 11, 2013
  • ARM Welcomes OpenGL ES 3.0 (Halti)

    Anand Patel
    Anand Patel
    Today at SIGGRAPH, Khronos announced the latest incarnation of graphics API targeted at embedded and mobile development – OpenGL ES 3.0. The new API brings many features that are present in the latest…
    • September 11, 2013
  • OpenCL with ARM Mali: GPU Computing... with no compromises

    Roberto Mijat
    Roberto Mijat
    ARM has just announced their submission to Khronos for their OpenCL 1.1 Full Profile conformance tests results for the MaliTM-T604 GPU[1]. This makes ARM the first GPU IP Vendor to submit results for Full…
    • September 11, 2013
  • ARM Unveils Details of ASTC Texture Compression at HPG Conference - Part 2

    Sean Ellis
    Sean Ellis
    In part one of this two-part post, I wrote about the first part of Tom Olson's paper from High Performance Graphics 2012. We saw how Bounded Integer Sequence Encoding allows ASTC  to have a finely…
    • September 11, 2013
  • ARM announces founding of Heterogeneous System Architecture Foundation

    Jem Davies
    Jem Davies
    I blogged before that I was going to speak at the AMD Fusion Developer Summit. Yesterday in Bellevue I announced that ARM was joining the Heterogeneous System Architecture (HSA) Foundation as a founder…
    • September 11, 2013
  • ASTC Texture Compression: ARM Pushes the Envelope in Graphics Technology

    Tom Olson
    Tom Olson
    ARM's GPU architects and engineers regularly push the envelope in mobile graphics technology, which is why the latest Mali GPU cores offer such a unique combination of best-in-class graphics performance…
    • September 11, 2013
  • Launching Mali-T658: "Hi Five-Eight, welcome to the party!"

    Edvard Sørgård
    Edvard Sørgård
    Just a day ago we've lifted the veil off the ARM® Mali™-T658, the second Mali GPU based on the Midgard architecture that we launched a year ago. It's been brewing in our labs next to the…
    • September 11, 2013
  • GPU Computing in Android? With ARM Mali-T604 & RenderScript Compute You Can!

    Roberto Mijat
    Roberto Mijat
    Everyone is excited by Android 4.0 Ice Cream Sandwich (ICS) and no wonder! Google's "most ambitious release to date" rolls out many new features that look very promising indeed: zero-click NFC…
    • September 11, 2013
  • At Home on the Range - Why Floating Point Formats Matter in Graphics

    Sean Ellis
    Sean Ellis
    As graphics processor hardware now supports a number of different floating point data formats, it is important to understand how to select an appropriate format for your calculations, and why the choice…
    • September 11, 2013
  • Memory Management on Embedded Graphics Processors

    Sean Ellis
    Sean Ellis
    Our latest world-class embedded graphics processor, the ARM® Mali™-T604 GPU, has excellent memory bandwidth, pixel fill rates to make the mind boggle, and gigaflops of programmable shading power…
    • September 11, 2013
  • ARM Powered Smartphone Sets New Graphics Benchmark

    Jakub Lamik
    Jakub Lamik
    Taking an in-depth look at all methods used throughout the industry to compare GPU performance in the handset space as well as their accuracy (or lack thereof) is not an easy task. Uniquely this year,…
    • September 11, 2013
  • Multicore or Multi-pipe GPUs: Easy steps to becoming multi-frag-gasmic

    Ed Plowman
    Ed Plowman
    The ARM Mali-400 MP was the world's first embedded multicore graphics processor (GPU) when it was launched, back in 2008, and Mali-T604 continues that trend. Since then, there have been a number of…
    • September 11, 2013
  • Triangles Per Second 2: A Chocolate Teapot of a Graphics Benchmark

    Tom Olson
    Tom Olson
    In the first blog of this series, I claimed that as a GPU performance metric, triangles per second (aka TPS or triangle rate) is a chocolate teapot — i.e. utterly and completely useless — and talked about…
    • September 11, 2013
  • Triangles Per Second: Performance Metric or Chocolate Teapot?

    Tom Olson
    Tom Olson
    For the Second blog on this subject see Triangles Per Second 2: A Chocolate Teapot of a Graphics Benchmark.The practice of characterizing GPU performance in terms of triangle rate (triangles per second…
    • September 11, 2013
  • ARM Unveils Details of ASTC Texture Compression at HPG Conference - Part 1

    Sean Ellis
    Sean Ellis
    The internal details of ARM's Adaptive Scalable Texture Compression (ASTC) technology were launched this week at the High Performance Graphics conference in Paris, France. Tom Olson presented his…
    • September 11, 2013
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