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Mali OpenCL Flag Demo
Jonathan Kirkham
This is a demo created internally at ARM by Anthony Barbier.
Mali OpenCL Flag Demo
The demo shows the performance improvements you can achieve when using OpenCL™ on a Mali powered device.The application…
November 11, 2013
Optimizing GPU Compute Kernels.
Johan Gronqvist
If you have some previous experience with GPU compute, or if you have watched the
GPU Compute for Mobile Devices at ARM Techcon Developer Summit
presentation, and you have a Compute application that you…
November 6, 2013
GPU Compute for Mobile Devices at ARM Techcon Developer Summit
Jonathan Kirkham
timhar01
and I have just finished presenting a workshop about GPU Compute on mobile devices at the ARM Techcon Developer Summit in Santa Clara, California.The workshop was 3 hours long and was a rapid…
October 29, 2013
ARM Mali-T720 Overview
Ellie Stone
The ARM® Mali™-T720 GPU is the first offering in the Mid-Range GPU series which has its origins in the
Midgard Architecture
. It is an extremely area-efficient GPU designed specifically to bring…
October 29, 2013
Introducing the ARM Mali-T700 GPU series: Innovated to (efficiently) power the next generation of devices
Plout Galatsopoulos
Better performance or longer battery life? Or both?Many mobile phone users have experienced the disappointment of having their favourite device run out of juice when they are far away from a power socket…
October 29, 2013
Particle System. Realtime smoke rendering with OpenGL ES 2.0.
Roberto Lopez Mendez
This whitepaper describes how to implement a simple particle system to simulate smoke. Use of the code snippets present within this whitepaper are subject to the Mali OpenGL ES Linux SDK Tutorial EULA…
October 28, 2013
Saving System Power with ARM Multimedia IP
Sean Ellis
ARM’s Multimedia IP portfolio is designed to work together to reduce overall system power while delivering the performance that is central to the mobile device experience.What is the Multimedia Experience…
October 28, 2013
New samples in Mali SDK
Sylwester Bala
I often receive questions such as “How can I render shadows with OpenGL® ES 2.0 without an available depth texture extension?”; “How can I render a simple text with OpenGL ES 2.0?”; or “Simple text rendering…
October 23, 2013
ASTC does it
Stacy Smith
In 2011 I attended the ARM Global Engineering Conference, where I saw a presentation about a new algorithm used in texture compression. I expected it to be about colour space conversions and perceptual…
October 22, 2013
Game Set and Batch
Stacy Smith
At the Develop 2012 conference in Brighton I gave a talk about how we achieved some of the effects in our brand new (at the time) demo Timbuktu. As I repeated this presentation at a number of developer…
October 22, 2013
Shadow Mapping - realtime shadow rendering with OpenGL ES 2.0
Sylwester Bala
This document describes an approach for rendering shadows in realtime for mobile devices using OpenGL® ES 2.0 which does not support depth texture unless the OES_depth_texture extension is available.
October 22, 2013
ARM Mali-T628 or how performance sometimes outstrips promises
Jakub Lamik
In the fast-paced technology world we are used to hearing about improvements from one product generation to the next. In the past, we have looked in great detail at the various different
metrics
used to…
October 15, 2013
Benchmarking floating point precision in mobile GPUs - Part III
Tom Olson
Chinese version 中文版:
基准测试移动 GPU 中的浮点精度 - 第 3 部分
This blog was originally published on 29th August 2013 on blogs.arm.comWelcome to Part III of my blog series on GPU floating-point quality! This series was…
October 9, 2013
Optimizing Unity Games for Mobile Platforms
Angelo Theodorou
During the last days of August 2013 I was in the wonderful city of Vancouver, Canada, to attend
Unite 2013
, one of the biggest events dedicated to
Unity
, the market-leading platform for creating high-quality…
October 8, 2013
Profiling and Debugging Games on Mobile Platforms with DS-5 Streamline and Mali Graphics Debugger
Lorenzo Dal Col
It’s been a terrific year for the Mali™ Developer Resources team this year, with the
Mali Graphics Debugger
being released along with support for the ARM® Mali-T604 in ARM DS-5™ Streamline…
October 2, 2013
Killing Pixels - A New Optimization for Shading on ARM Mali GPUs
Sean Ellis
Invisible pixels are expensive ...
September 11, 2013
OpenGL ES 3.0 Takes Mobile to the Next Level
Espen Oybo
When I was asked how
OpenGL® ES 3.0
would improve my buddy's ARM®
Mali™-T604
powered
Nexus 10
I sighed, looking in exasperation at my unknowing friend. How could he, a self-proclaimed…
September 11, 2013
Mali-V500 video processor: reducing memory bandwidth with AFBC
Ola Hugosson
ARM's new video processor was
publicly launched at Computex
recently and we introduced a bunch of new technology in that device. Here I'd like to discuss just one of these new features:
…
September 11, 2013
Highly Efficient Video Coding with ARM
Guest Partner Blogger
H.265, more popularly known as
HEVC (High Efficiency Video Coding)
, is the newest addition to the long list of video codecs that have evolved in the last two decades. HEVC promises improved video quality…
September 11, 2013
OpenGL ES 3.0 on Mali GPUs - Business as usual
Jakub Lamik
Last year I had an opportunity to cover the award-winning products based on
ARM MaliTM-T604
including
Google's Chromebook
and
Nexus 10
. Since then, those devices have reached millions of consumers…
September 11, 2013
Easier OpenGL ES debugging on ARM Mali GPUs with GL_KHR_debug
Jan-Harald Fredriksen
We recently added support for this extension to the OpenGL ES drivers for the Midgard architecture GPUs. In this post I will write about how this extension can be used to improve error reporting and make…
September 11, 2013
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