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So, what's new at GDC 2014?
Ellie Stone
If you're looking for a short summary of the ARM-related news from GDC, look no further than here! The hugely exciting Expo Floor has opened, the attendees are flooding in, the major announcements have…
March 21, 2014
Here comes OpenGL ES 3.1!
Tom Olson
In this blog, I’ll give a personal perspective on what OpenGL ES 3.1 is and why it's important.
March 17, 2014
ARM’s experiences with the drawElements Quality Program
Jörg
Here at ARM we continuously work to increase the quality of our driver software. Thorough testing is a significant proportion of our driver production process and its efficiency enables us to deliver drivers…
March 13, 2014
The Mali GPU: An Abstract Machine, Part 3 - The Midgard Shader Core
Peter Harris
In this blog I will finish the construction of this abstract machine, forming the final component: a stereotypical Mali Midgard GPU programmable core.
March 12, 2014
Engineering software for accelerated systems
Anton Lokhmotov
Welcome to my series of blogs on engineering software for accelerated systems! Special-purpose hardware designed to execute certain computations (prominently, GPUs designed to execute graphics computations…
March 10, 2014
“What does the benchmark say?”
Ed Plowman
中文版 Chinese Version:
“基准测试代表什么?”
I’m asked quite a lot about how I feel about benchmarks. When I sit down to write these blogs I usually go searching for suitable quotes. For this one I found…
March 3, 2014
It’s Just Criminal! Examples of Performance Thrown Away in Real Apps (Part 2)
Ed Plowman
Continuing on from
It’s Just Criminal! Examples of Performance Thrown Away in Real Apps (Part 1)
lets look at more criminal behavior and for me what has to be the crime of the year... “Possession…
March 3, 2014
It’s Just Criminal! Examples of Performance Thrown Away in Real Apps (Part 1)
Ed Plowman
Every time I stand up at GDC and give a presentation on how to improve the performance of mobile applications there is always one person in the crowd that fills in the feedback form with the following…
March 3, 2014
“PHENOMENAL COSMIC POWERS! Itty-bitty living space!”
Ed Plowman
Time and time again when I’m presenting at events I am asked the same questions: What does the future of mobile content look like? How much performance will content developers need? When will mobile devices…
March 3, 2014
“Better living through (appropriate) geometry”
Ed Plowman
You know those deep questions you get in philosophy like "If a tree falls in a forest and no one is there to hear it, does it still make a sound?", "What is the sound of one hand clapping?", "Why is there…
March 3, 2014
Mucho GPU Compute, amigo!
Roberto Mijat
I have just returned from my third Mobile World Congress (MWC) in Barcelona and I have no doubt this year’s has been for me the best one so far! We are continuing to see a strong trend in independent third…
February 28, 2014
The Mali GPU: An Abstract Machine, Part 2 - Tile-based Rendering
Peter Harris
This blog continues the development of this abstract machine, looking at the tile-based rendering model of the Arm Mali GPU family. I’ll assume you've read the blog on pipelining; if you haven’t I suggest…
February 20, 2014
Another Milestone for ASTC Texture Compression
Tom Olson
Time sure flies when you’re having fun! It’s been more than two years since SIGGRAPH Asia 2011 in Hong Kong, where I had the pleasure of unveiling our
Adaptive Scalable Texture Compression…
February 18, 2014
The past, present and future of mobile photography
Roberto Mijat
Last week I had the great opportunity to deliver a talk at the
Electronic Imaging Conference
in San Francisco. The conference track was introduced by Michael Frank of LG Electronics, who gave a very interesting…
February 13, 2014
Do Androids have nightmares of botched system integrations?
Dave Brown
Chinese Version中文版
Today ARM launched the
ARM® Mali™-DP500 Display Processor
, the first high specification Display Processor that ARM has developed. Alongside the Display Processor itself, ARM…
February 10, 2014
Is the future as good as it used to be?
Chris Porthouse
Today the
ARM® Mali™-DP500 Display Processor
was launched alongside the
ARM Cortex®-A17
.We are all aware that the resolution of screens is increasing: from Full HD smartphones and Quad…
February 10, 2014
The Mali GPU: An Abstract Machine, Part 1 - Frame Pipelining
Peter Harris
We will explore the fundamental macro-scale architectural structures and behaviors developers have to worry about, how this translates into possible problems which can be triggered by content.
February 3, 2014
Enabling GPU Compute on an ARM Mali-T600 GPU creates a power efficient HEVC decode solution
verma_san
While there has been tremendous progress in developing wireless technologies to meet the growing demands for high-bandwidth applications, video decoder applications have traditionally consumed a substantial…
February 1, 2014
How to fill the object shaped holes in your scene
Stacy Smith
Ordinarily the blog posts I write relate directly to whatever I have been working on recently. This one was inspired, or rather, specifically requested from my friend and colleague in Developer Relations…
January 29, 2014
The Future of Mobile Gaming discussed at #MGF2014
Ellie Stone
I've just come back from spending two extremely informative days at Mobile Games Forum in London. An event that focuses on the business side of game development, it provides developers with the information…
January 23, 2014
ARM Mali GPU technology at CES - what's new in 2014
Ellie Stone
ARM shone at CES this year and there have already been some fantastic pieces of coverage on our community about it - check out
Latest ARM powered tech at CES 2014 with Samsung Galaxy Note Pro 12.2 and…
January 21, 2014
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