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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
Introducing PyOpenCL
Anton Lokhmotov
I start my blog series with a subseries on technology that I know and come to love best - OpenCL from the Khronos Group.
March 27, 2014
GPU Compute: Dealing with the Elephant in the Room
Tim Hartley
In this first blog of a series about GPU Compute we look at the one of the biggest challenges facing the future development and evolution of smart devices.Isn’t technology wonderful? It’s incredible to…
March 25, 2014
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
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