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Rockchip Rock the Boat
Olga Kounevitch
Chinese Version 中文版:
瑞芯微电子打破现状
Today at
SIGGRAPH
, ARM will be showcasing the graphics capabilities of its highest-end product, the ARM Mali-T760 GPU, available to the public for the first time in the shape…
August 11, 2014
Reflections Based on Local Cubemaps in Unity
Roberto Lopez Mendez
This blog demonstrates an effective and low cost technique to implement reflections when developing games for mobile devices.
August 7, 2014
Atmel and Mali Team up to Climb New Mountains
Chris Porthouse
Chinese Version中文版:
Atmel携手Mali 共攀高峰
Le Tour de France is arguably the world’s greatest cycling road race and has been extremely successful on the streets of…well…France. That was until a few weeks ago when…
July 23, 2014
Mali GPU Tools: A Case Study, Part 3 — Static analysis with the Mali Offline Shader Compiler
Lorenzo Dal Col
This is the third and last part of this series that explains how to analyze the Epic Citadel demo using our ARM® Mali™ GPU tools. In
Part 1
we profiled the application using using
DS-5 Stre…
July 17, 2014
Mali GPU Tools: A Case Study, Part 1 — Profiling Epic Citadel
Lorenzo Dal Col
Performance analysis and optimization have always been key topics when it comes to mobile applications, in particular for game developers. The task of bringing console class graphics to mobile platforms…
July 17, 2014
Realizing the Benefits of GPU Compute for Real Applications with Mali GPUs
Roberto Mijat
I have just returned from a fortnight spent hopping around Asia in support of a series of ARM hosted events we call the Multimedia Seminars, which took place in Seoul (27th June), Taipei (1st July) and…
July 10, 2014
Huawei Chooses ARM Mali GPUs for its Premium Smartphone Offering
Ellie Stone
This week saw the exciting launch of the latest ARM® Mali™-T628 MP4 GPU based product,
Huawei Technologies
Honor 6. With its
Hisilicon
Kirin 920 processor based on ARM big.LITTLE™ processing…
June 27, 2014
Mali GPU and Samsung AMOLED combine for picture perfect real-time images
Doug Day
Modern games and applications really push the boundaries of real-time graphics and user interfaces on mobile and to do this they need all the components of the system to work together to provide the performance…
June 17, 2014
Interested in GPU Compute? You Have Choices!
Tim Hartley
Chinese Version 中文版:
[原创翻译]GPU通用计算有兴趣吗?你有多种选择!
The most notable addition to OpenGL® ES when version 3.1 was announced at GDC earlier this year was
Compute Shaders
. Whilst similar to vertex and fragment…
June 9, 2014
Optimizing Fast Fourier Transformation on ARM Mali GPUs
Neil
Fast Fourier Transformation (FFT) is a powerful tool in signal and image processing. One very valuable optimization technique for this type of algorithm is vectorization. This article discusses the motivation…
May 30, 2014
ARM submits conformance for OpenGL ES 3.1
Plout Galatsopoulos
This year at GDC
Khronos
announced the latest version of the OpenGL® ES API. OpenGL ES 3.1 is taking a step up from OpenGL ES 3.0 to enable new, fascinating mobile graphics content. With headline features…
May 30, 2014
Mali Performance 3: Is EGL_BUFFER_PRESERVED a good thing?
Peter Harris
Previous blog in the series:
Mali Performance 2: How to Correctly Handle Framebuffers
This week I'm finishing off my slight diversion into the land of application framebuffer management with an analysis…
May 16, 2014
Inside the Demo: GPU Particle Systems with ASTC 3D textures
Daniele Di Donato
At SIGGRAPH 2014 we presented the benefits of the OpenGL ES 3.0 API and the more newly introduced OpenGL ES 3.1 extension. Adaptive Scalable Texture Compression format (ASTC) is one of the biggest introductions…
May 8, 2014
Mali Performance 2: How to Correctly Handle Framebuffers
Peter Harris
This week I look at how, and more importantly when, the Mali driver stack turns OpenGL ES API activity into the hardware workloads needed for rendering.
April 28, 2014
ARM Mali Compute Architecture Fundamentals
Anton Lokhmotov
In his book
"How music works"
,
David Byrne
points out that music is created to fit a given context: music that would sound great in a symphony hall would likely sound unconvincing in a stadium…
April 23, 2014
Get started with compute shaders
Sylwester Bala
This post is to help you write a simple program with compute shaders. I hope this blog will help you to create more advanced applications based on this technology.
April 17, 2014
Using DS-5 Streamline with Mali on Samsung Galaxy Note 3 & 10.1
Michael McGeagh
This guide will show how to get ARM DS-5 support working on a production Samsung Galaxy Note 3 and Samsung Galaxy Note 10.1 (2014 edition) devices, with minimal modifications.
April 15, 2014
Using DS-5 Streamline with Mali on Google Nexus 10
Michael McGeagh
ABSTRACTThis guide will show how to get ARM® DS-5™ Streamline™ support working on a production Google Nexus 10 device, with minimal modifications.The resulting files generated will be a gatord, gator.ko…
April 15, 2014
ARM Mali GPU Compute for Computer Vision: IMVC 2014
Tim Hartley
April 1, 2014 was the date for the Israel Machine Vision Conference (
IMVC
) in Tel Aviv. I’m always slightly wary of attending events held on April 1. I never know for sure that after all the queuing…
April 3, 2014
Mali Performance 1: Checking the Pipeline
Peter Harris
Mali performance: In this blog we will look at debugging issues around macro-scale pipelining, the means by which we keep the GPU busy and some of the common reasons for that frame level pipeline to stall…
April 2, 2014
Pixel Local Storage on ARM Mali GPUs
Jan-Harald Fredriksen
ARM has published a set of OpenGL ES extensions. We explain what led us to develop them and show how they can be used to implement common graphics algorithms more efficiently.
April 1, 2014
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