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Mobile, Graphics, and Gaming blog

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  • Mali OpenCL Flag Demo

    Jonathan Kirkham
    Jonathan Kirkham
    This is a demo created internally at ARM by Anthony Barbier.Mali OpenCL Flag DemoThe 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
    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
    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
    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
    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
    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
    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
    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
    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
    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
    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
    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
    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
    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
    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
    Sean Ellis
    Invisible pixels are expensive                                    &#16...
    • September 11, 2013
  • OpenGL ES 3.0 Takes Mobile to the Next Level

    Espen Oybo
    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
    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
    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
    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
    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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