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Grow your mobile graphics knowledge with Arm's free training

Julie Gaskin
Julie Gaskin
November 10, 2022
2 minute read time.

At Arm, we believe that mobile graphics developers should have all the knowledge they need to get the best performance from their apps. Stuttering frames and excessive battery usage result in a poor user experience, and can lead to customers uninstalling your app. That is why we created a free Mali GPU training series that covers everything you need to optimize for Arm Mali-based devices, from the fundamentals of the underlying GPU hardware, to best practices for graphics API usage, game content and shaders.

In this series, you will learn how to create efficient mobile graphics, that make the best use of the GPU hardware. We'll also cover how to discover graphics issues quickly using the free tools available in Arm Mobile Studio.

Course outline

The series consists of 3 training modules:

  • Mobile graphics processing fundamentals (45 minutes)
  • Best practice principles for mobile game development (70 minutes)
  • Performance analysis with Arm Mobile Studio (45 minutes)

Each module is covered in a few short videos, to make it easy to digest. This blog presents the videos in module 1, mobile graphics processing fundamentals. Future blogs cover modules 2 and 3.

Mobile graphics processing fundamentals

Module 1 explores mobile GPUs, how they differ from other platforms, and how they render graphics using the OpenGL ES and Vulkan graphics APIs. We demonstrate how the rendering pipeline translates into GPU hardware, and how shader cores are designed to execute shader programs efficiently.

  • Introduction to mobile systems
  • The rendering pipeline
  • GPU architecture
  • The basics on hardware shader cores

Introduction to mobile systems

The first video introduces Mobile GPUs, looking at what they are used for and the systems in which they operate.

Cannot see this video? Try this link instead.

The rendering pipleline

In video 2, we explore the rendering pipeline used by OpenGL ES and Vulkan graphics APIs, and the role that each pipeline stage plays.

Cannot see this video? Try this link instead.

GPU architecture

Video 3 describes different types of GPU rendering, and how workload pipelining is handled in each approach.

Cannot see this video? Try this link instead.

The basics on hardware shader cores

The final video in this module introduces the general design principles for programmable GPU shader cores. We will start with a stereotypical high-performance CPU core, and look at what we need to adapt to make it efficient for the types of data parallel workloads processed by GPUs.

Cannot see this video? Try this link instead.

In the next blog

Look out for the next blog in this series, where we will present Module 2. It covers the latest best practice recommendations for mobile graphics development, to ensure the best performance from commonly deployed Mali GPUs. You will also learn expert recommendations for the major types of artistic content, such as textures, geometry, and shaders.

Get in touch

If you liked this training, please let us know. If there is more you want to see, get in touch at mobilestudio@arm.com.

Join the discussion on the graphics and gaming forum.

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  • Julie Gaskin
    Julie Gaskin over 2 years ago

    Here's the next blog in this series, where we present module 2: https://community.arm.com/arm-community-blogs/b/graphics-gaming-and-vr-blog/posts/p2-best-practices-mobile-game-development

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  • Julie Gaskin
    Julie Gaskin over 2 years ago

    Here's the next blog in this series, where we present module 2: https://community.arm.com/arm-community-blogs/b/graphics-gaming-and-vr-blog/posts/p2-best-practices-mobile-game-development

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