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Bitesize Bifrost 2: System coherency
Freddi Jeffries
In the first
Bitesize Bifrost blog
we introduced you to our new GPU architecture, Bifrost, and looked specifically at the extensive optimization and power saving benefits provided by clause shaders. This…
August 31, 2016
Optimizing Virtual Reality: Understanding Multiview
Thomas Poulet
As you may have seen, Virtual Reality (VR) is getting increasingly popular. From its modern origins on desktop, it has quickly spread to other platforms, mobile being the most popular. Every time a new…
August 31, 2016
The Mali GPU: An Abstract Machine, Part 4 - The Bifrost Shader Core
Peter Harris
I introduce the block-level architecture of a stereotypical Bifrost shader core and explain what performance expectations application developers should have of the hardware when it comes to content optimization…
August 26, 2016
IndieDev innovation leads the VR revolution
Freddi Jeffries
As a graphics blogger I’m always interested in the next big thing in tech and particularly, VR, so when I saw a news item about a guy cycling the length of the country from the comfort of his living room…
August 16, 2016
Nibiru’s next-generation VR headsets harness the power of Mali
Freddi Jeffries
In the
first of my Mali™ Power & Efficiency blogs
we looked at the inbuilt flexibility and scalability of the Mali range of GPUs. It’s this that allows ARM® partners to target exactly the right…
August 8, 2016
Pokemon Go-es to show the power of AR
Freddi Jeffries
Ok I did it. I downloaded Pokemon Go. Yes I was trying to resist, yes it was futile, yes it’s an awesome concept. Whilst a strong believer in Virtual Reality as a driving force in how we will handle much…
July 19, 2016
ARM Mali GPUs: Striking the perfect balance of power & efficiency
Freddi Jeffries
Some devices, applications or use cases require the absolute peak of performance capability in order to deliver on their requirements. Some devices, applications or use cases however, need to save every…
July 12, 2016
Linley mobile chip report: Mali-G71 enables coherent computing
Freddi Jeffries
We recently launched our highest performance GPU to date, Mali-G71. Based on our brand new Bifrost architecture it represents a new era of graphics processing and is designed to support next generation…
July 8, 2016
Vulkan & Validation Layers
Sergey Solovyev
Why the validation layers?Unlike OpenGL, Vulkan drivers don't have a global context, don't maintain a global state and don't have to validate inputs from the application side. The goal is to reduce CPU…
July 6, 2016
Stereo Reflections in Unity for Google Cardboard
Roberto Lopez Mendez
IntroductionDevelopers have used reflections extensively in traditional game development and we can therefore expect the same trend in mobile VR games. In a
previous blog
I discussed the importance…
July 5, 2016
Bitesize Bifrost 1: The benefits of clause shaders
Freddi Jeffries
The
recently released Mali™-G71 GPU
is our most powerful and efficient graphics processor to date and is all set to take next generation high performance devices by storm. The
Mali family of GPU…
July 5, 2016
Mali Midgard Family Performance Counters
Peter Harris
Tools such as ARM DS-5 Streamline provide developers access to the GPU hardware performance counters. This blog doesn't explain how to use the tools but focuses on what the counters mean to a system integrator…
June 21, 2016
Pint of Science – Quenching Your Thirst for Knowledge
Freddi Jeffries
Late May sees the annual Pint of Science events take place in pubs (and other somewhat unusual venues) around Cambridge, the UK and indeed the rest of the world. Designed to combine the city’s love of…
June 17, 2016
Happy 10th Birthday Mali!
Freddi Jeffries
Mali, the #1 shipping family of GPUs in the world, is celebrating 10 years with ARM this month! In honour of the occasion I’m going to take a look at some of the key milestones along the way and how Mali…
June 17, 2016
Depth testing : Context is everything
Myy
I just lost a few hours trying to play with the Z index between draw calls, in order to try
Z-layering
, as advised by
peterharris
in my question
For binary transparency : Clip, discard or blend ?
.However…
June 13, 2016
[Quick tips] Use ffmpeg to convert pictures to raw RGB565
Myy
Here's a quick tip to convert pictures to raw format with
FFMPEG
, in order to use them as a texture in OpenGL, with no extra conversion :BMP filesffmpeg -vcodec bmp -i /path/to/texture-file.bmp -vcodec…
June 4, 2016
Eye Heart VR
Freddi Jeffries
Welcome to the next installment of my VR blog series. In previous VR blogs we’ve considered the importance of clear focus to a VR experience, as well as the essential requirement to keep ‘motions to photons…
June 3, 2016
Stride argument in OpenGL ES 2.0
Myy
I'm putting this information here, as it took me way more time than it should to understand how the stride argument works in glVertexAttribPointer.This argument is extremely important if you want to pack…
May 31, 2016
Mali-G71: ARM's Most Powerful, Scalable and Efficient GPU to Date
Espen Oybo
Mali-G71 is the latest and greatest offering in the Mali high-performance family of GPUs. Built on new Bifrost architecture, Mali-G71 represents a whole new level of high-end mobile graphics capabilities…
May 27, 2016
Seeing the Future With Computer Vision
Freddi Jeffries
Chinese Version中文版:
展望计算机视觉的未来
The Internet of Things began to mature in 2016 and we started to see evidence of how technology can help us to engage more powerfully with our world. By allowing machines…
May 26, 2016
The Hardware Requirements of VR Today
Anshel Sag
The hardware requirements of VR seemed to be an unknown quantity, there was always the argument that more GPU performance and CPU performance would translate to better VR. This has turned out to be partially…
May 24, 2016
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