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Mobile, Graphics, and Gaming blog

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  • Get started developing your OpenGL ES based graphics application

    Gemma Paris
    Gemma Paris
    OpenGL ES is the standard API for 2D and 3D graphics on embedded systems, which includes mobile phones, tablets, smart TVs, consoles, and other appliances and vehicles. The API is a well-defined subset…
    • April 14, 2015
  • Refraction Based on Local Cubemaps

    Roberto Lopez Mendez
    Roberto Lopez Mendez
    IntroductionGame developers are regularly looking for efficient methods for implementing stunning effects in their games. This is especially important when targeting mobile platforms as resources should…
    • April 13, 2015
  • Dynamic Soft Shadows Based on Local Cubemap

    Sylwester Bala
    Sylwester Bala
    In this blog I give a technical overview of what's needed to make the shadow technique work in your project. Why do I mention reflections based on local cubemaps? Because once you have implemented these…
    • April 13, 2015
  • Live editing OpenGL ES shaders with Mali Graphics Debugger

    Lorenzo Dal Col
    Lorenzo Dal Col
    With Mali Graphics Debugger you can edit OpenGL® ES shaders on the fly on your Android or Linux device while the game is still running. In fact, the tool will replay a frame over and over with modified…
    • April 10, 2015
  • What's new in Mali Graphics Debugger 2.1 and OpenGL ES Emulator 2.1

    Lorenzo Dal Col
    Lorenzo Dal Col
    Every year at GDC, we like to present some important updates regarding the development tools for game developers that target devices with ARM® Mali GPUs. In 2013,we previewed Mali Graphics Debugg…
    • April 10, 2015
  • Heterogeneous System Architecture 1.0

    Robert Elliott
    Robert Elliott
    The Heterogeneous System Architecture 1.0 specifications have now been released.Jem Davies has talked about earlier releases of the HSA specification which gave an overview of the Programmer's model, and…
    • March 17, 2015
  • A summary of OpenGL ES 3.1 demos and samples

    Hans-Kristian Arntzen
    Hans-Kristian Arntzen
    I am Hans-Kristian Arntzen! I work in the Mali use cases team where we explore the latest mobile APIs to find efficient ways of implementing modern graphics techniques on the ARM Mali architecture.
    • March 16, 2015
  • From Hours to Milliseconds: Project Ice Cave

    Dave Cullinane
    Dave Cullinane
    RealtimeUK are a Creative CG Studio that has spent the last 18 years forging a strong reputation within the games industry for the quality of our Cinematics, Animation and Marketing Imagery. Whilst our…
    • March 13, 2015
  • Mali Performance 5: An Application's Performance Responsibilities

    Peter Harris
    Peter Harris
    Previous blog in the series: Mali Performance 4: Principles of High Performance RenderingWelcome to the next instalment of my blog series looking at graphics rendering performance on Mali GPUs using OpenGL…
    • March 9, 2015
  • ARM Collaboration with Popular Game Engine Providers

    Doug Day
    Doug Day
    You have probably all seen the announcements at GDC 2015 (going on right now). The big engine guys are battling it out for the attentions of developers large and small. Epic Games are giving away Unreal…
    • March 5, 2015
  • Running OpenCL on Chromebook remotely

    Anton Lokhmotov
    Anton Lokhmotov
    If you have followed my instructions on installing OpenCL™ on the Samsung Chromebook or on the Samsung Chromebook 2, you may be wondering what's next. Well, optimising your code for the ARM® Mali…
    • February 25, 2015
  • MediaTek scales the mobile market with Mali™-T720

    Steve Steele
    Steve Steele
    Chinese Version 中文版: 联发科技借助 Mali™-T720 扩展移动市场份额We’ve all come to expect our portable gadgets to wow us with their smooth, 3D, feature-rich displays and their ability to support fast-action, console…
    • February 18, 2015
  • Premium Experiences on Mobile

    Chris Doran
    Chris Doran
    Though they may be reluctant to acknowledge it openly, I think my three kids are quite fortunate. They are growing up in an environment where gaming is ubiquitous- we have two consoles, each child has…
    • February 6, 2015
  • Research papers discussing ASTC on ARM Mali GPUs

    Jem Davies
    Jem Davies
    Pavel Krajcevski and Dinesh Manocha over at the University of North Carolina at Chapel Hill, have produced several papers recently that have discussed ASTC. They had a paper at High Performance Graphics…
    • February 6, 2015
  • Using DS-5 Streamline to Optimize Complex OpenCL™ Applications on Mali GPUs

    Tim Hartley
    Tim Hartley
    Chinese Version中文版:在 Mali GPU 上利用 DS-5 Streamline 优化复杂的 OpenCL™ 应用程序Heterogeneous applications – those running code on multiple processors like a CPU and a GPU at the same time – are inherently difficult…
    • January 23, 2015
  • Upgrade for Mali Tools, with Support for OpenGL ES 3.1

    Lorenzo Dal Col
    Lorenzo Dal Col
    ARM has released new upgrades for Mali Graphics Debugger and the OpenGL ES emulator, and an update for the offline shader compiler, adding support for OpenGL ES 3.1 and other features.
    • December 19, 2014
  • TyGL is now open source!

    Matt Spencer
    Matt Spencer
    You might remember that back in August we released details of a program ARM had been working on in conjunction with Szeged University and Samsung Research UK.TyGL is a new backend for WebKit which demonstrates…
    • December 18, 2014
  • ASTC Does It - Part II: How To Use It

    Stacy Smith
    Stacy Smith
    This year at GDC I gave a presentation on our exhibition booth about using ASTC with different types of textures to get the best visual results. It’s interesting that in the past whenever I spoke about…
    • December 17, 2014
  • Installing OpenCL on Chromebook 2 in 30 minutes

    Anton Lokhmotov
    Anton Lokhmotov
    I have previously shared how to install OpenCL on the Samsung XE303C12 Chromebook powered by the ARM Mali-T604 GPU. I have found that things are slightly different on the newer Samsung XE503C12 Chromebook…
    • December 10, 2014
  • When Parallelism Gets Tricky: Accelerating Floyd-Steinberg on the Mali GPU

    Tim Hartley
    Tim Hartley
    Embarrassingly ParallelIn the world of parallel computing when an algorithm can be easily split into multiple parallel jobs, where the output of each of the jobs doesn’t depend on the output of any other…
    • November 25, 2014
  • Mali Performance 4: Principles of High Performance Rendering

    Peter Harris
    Peter Harris
    Previous blog in the series: Mali Performance 3: Is EGL_BUFFER_PRESERVED a good thing?In my previous blogs in this series I have looked at the bare essentials for using a tile-based rendering architecture…
    • November 18, 2014
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