Arm Community
Site
Search
User
Site
Search
User
Arm Community blogs
Mobile, Graphics, and Gaming blog
Blogs
Mentions
Sub-Groups
Tags
Jump...
Cancel
Mobile, Graphics, and Gaming blog
Tags
Subscribe by email
More
Cancel
By date
By view count
By comment count
Descending
Ascending
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
MediaTek scales the mobile market with Mali™-T720
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
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
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
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
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
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
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
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
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
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
<
>