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More ASTC in ARM Mali GPUs - High Dynamic Range and 3D
Sean Ellis
ASTC supports both High Dynamic Range and three-dimensional texture compression. I show how these features work and what effects they can be used for in content.
September 11, 2013
Benchmarking floating-point precision in mobile GPUs - Part II
Tom Olson
This is the second in a series of blogs about floating-point quality in GPUs.
September 11, 2013
Benchmarking floating-point precision in mobile GPUs
Tom Olson
When we talk about GPU performance we usually talk about speed. But, In my next few blogs, I talk about benchmarking the quality of GPU floating-point arithmetic.
September 11, 2013
Flipping the FLOPS - how ARM measures GPU compute performance
Jem Davies
It's time we deal with the measurement of compute performance in GPUs. My latest ARM blog covers the issue of Floating-point Operations Per Second - FLOPS, or GFLOPS or TFLOPS. …
September 11, 2013
Mali Maintains its Leadership Position - the best just keeps getting better!
Steve Steele
The last few days have been a busy time in the graphics world with the great and the good collecting in sunny LA for
SIGGRAPH 2012
. The announcements kicked off early Monday morning with
Khronos
announcing…
September 11, 2013
ARM Welcomes OpenGL ES 3.0 (Halti)
Anand Patel
Today at
SIGGRAPH,
Khronos announced the latest incarnation of graphics API targeted at embedded and mobile development –
OpenGL ES 3.0
. The new API brings many features that are present in the latest…
September 11, 2013
OpenCL with ARM Mali: GPU Computing... with no compromises
Roberto Mijat
ARM has
just announced
their submission to Khronos for their OpenCL 1.1 Full Profile conformance tests results for the
MaliTM-T604 GPU
[1]. This makes ARM the first GPU IP Vendor to submit results for Full…
September 11, 2013
ARM Unveils Details of ASTC Texture Compression at HPG Conference - Part 2
Sean Ellis
In
part one
of this two-part post, I wrote about the first part of
Tom Olson's paper
from
High Performance Graphics 2012
. We saw how Bounded Integer Sequence Encoding allows ASTC to have a finely…
September 11, 2013
ARM announces founding of Heterogeneous System Architecture Foundation
Jem Davies
I blogged
before
that I was going to speak at the AMD Fusion Developer Summit. Yesterday in Bellevue I announced that ARM was joining the
Heterogeneous System Architecture (HSA) Foundation
as a founder…
September 11, 2013
ASTC Texture Compression: ARM Pushes the Envelope in Graphics Technology
Tom Olson
ARM's GPU
architects and engineers regularly push the envelope in mobile graphics technology, which is why the latest
Mali GPU cores
offer such a unique combination of best-in-class graphics performance…
September 11, 2013
Launching Mali-T658: "Hi Five-Eight, welcome to the party!"
Edvard Sørgård
Just a day ago we've lifted the veil off the
ARM® Mali™-T658
, the second
Mali GPU
based on the Midgard architecture that we launched a year ago. It's been brewing in our labs next to the…
September 11, 2013
GPU Computing in Android? With ARM Mali-T604 & RenderScript Compute You Can!
Roberto Mijat
Everyone is excited by Android 4.0
Ice Cream Sandwich
(ICS) and no wonder! Google's "
most ambitious release to date
" rolls out many new features that look very promising indeed: zero-click NFC…
September 11, 2013
At Home on the Range - Why Floating Point Formats Matter in Graphics
Sean Ellis
As graphics processor hardware now supports a number of different floating point data formats, it is important to understand how to select an appropriate format for your calculations, and why the choice…
September 11, 2013
Memory Management on Embedded Graphics Processors
Sean Ellis
Our latest world-class embedded graphics processor, the
ARM® Mali™-T604 GPU
, has excellent memory bandwidth, pixel fill rates to make the mind boggle, and gigaflops of programmable shading power…
September 11, 2013
ARM Powered Smartphone Sets New Graphics Benchmark
Jakub Lamik
Taking an in-depth look at all methods used throughout the industry to compare
GPU
performance in the handset space as well as their accuracy (or lack thereof) is not an easy task. Uniquely this year,…
September 11, 2013
Multicore or Multi-pipe GPUs: Easy steps to becoming multi-frag-gasmic
Ed Plowman
The ARM
Mali-400 MP
was the world's first embedded multicore
graphics processor
(GPU) when it was
launched
, back in 2008, and
Mali-T604
continues that trend. Since then, there have been a number of…
September 11, 2013
Triangles Per Second 2: A Chocolate Teapot of a Graphics Benchmark
Tom Olson
In the
first blog of this series
, I claimed that as a
GPU
performance metric, triangles per second (aka TPS or triangle rate) is a chocolate teapot — i.e. utterly and completely useless — and talked about…
September 11, 2013
Triangles Per Second: Performance Metric or Chocolate Teapot?
Tom Olson
For the Second blog on this subject see
Triangles Per Second 2: A Chocolate Teapot of a Graphics Benchmark
.The practice of characterizing
GPU
performance in terms of triangle rate (triangles per second…
September 11, 2013
How low can you go? Building low-power, low-bandwidth ARM Mali GPUs
Tom Olson
I'm just back from
SIGGRAPH 2012
, the world's biggest computer graphics conference, and (as every year) still breathing hard from the excitement of seeing the latest in graphics research. This year…
September 11, 2013
ARM's ASTC Adopted by Khronos Group
Sean Ellis
At
SIGGRAPH
today, the
Khronos™ Group
announced that the Adaptive Scalable Texture Compression (ASTC) technology developed by ARM and AMD has been adopted
as an official extension to both the OpenGL…
September 11, 2013
ARM Unveils Details of ASTC Texture Compression at HPG Conference - Part 1
Sean Ellis
The internal details of ARM's Adaptive Scalable Texture Compression (ASTC) technology were launched this week at the
High Performance Graphics conference
in Paris, France. Tom Olson presented his…
September 11, 2013
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