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Latest Developments in Computer Vision: A View From the Summit
Tim Hartley
Machine Vision is perhaps one of the few remaining areas in technology that can still lead you to say “I didn’t know computers could do that”. The recent pace of development has been relentless. On the…
June 11, 2015
The Power of Local Cubemaps at Unite APAC and the Taoyuan Effect
Roberto Lopez Mendez
Introduction Have you ever heard about the Taoyuan effect in reflections? Probably not, so I invite you to read this blog to learn about this effect and the application of local cubemaps in graphics.Several…
May 21, 2015
Mali Performance 6: Efficiently Updating Dynamic Resources
Peter Harris
My
last blog
looked at some of the critical areas which an application has to implement efficiently to get best performance out of 3D content, such as broad-brush culling of large sections of a scene…
May 20, 2015
Using DS-5 Streamline with Mali on Samsung Galaxy Note 4
Michael McGeagh
ABSTRACTThis guide will show how to get ARM® DS-5™ Streamline™ support working on a production Samsung Galaxy Note 4 device, with minimal modifications.The resulting files generated will be a gatord, gator…
May 13, 2015
ASTC Evaluation Codec now on GitHub
Lorenzo Dal Col
The evaluation codec for Adaptive Scalable Texture Compression ASTC technology is now available on GitHub, making it easier for you to access, browse and contribute feedback.
May 6, 2015
Do you find 3D programming boring ?
Jens Bauer
For a long time, I've not really been interested in 3D programming.(Well, I've done some minor OpenGL programming many years ago, but I must admit that I'm more of a dev-tools programmer)After watching…
April 27, 2015
The Making of ARM's Seemore WebGL Demo
Will Eastcott
At GDC 2015, ARM and
PlayCanvas
unveiled the Seemore WebGL demo. If you haven’t seen it yet, it takes WebGL graphics to a whole new level.
CLICK HERE
TO LAUNCH SEEMORESo why did we build this demo…
April 22, 2015
Towards perfect media presentation
Daniel Stone
Since our
successful demonstration at SIGGRAPH
, ARM and
Collabora
have continued to work together on providing the best possible platform for media playback and presentation. Numerous applications such…
April 17, 2015
Pixel Local Storage
Marius Bjørge
It's now been a year since we announced the Shader Pixel Local Storage extension. Here I'll recap what we've done since the time of the release.What is Pixel Local Storage?I recommend reading …
April 17, 2015
Debugging OpenCL Applications with Mali Graphics Debugger V2.1 and GPUVerify
Stephen Barton
Most people use
Mali Graphics Debugger
(MGD) to help debug OpenGL® ES applications on Linux or Android. However graphics is not the only API that is supported by MGD, in-fact MGD supports applications…
April 14, 2015
Get started developing your OpenGL ES based graphics application
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
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
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
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
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
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
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
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
Previous blog in the series:
Mali Performance 4: Principles of High Performance Rendering
Welcome 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
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
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
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