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  • From Hours to Milliseconds: Project Ice Cave

    Dave Cullinane
    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 team often work with developers in creating in-engine…

    • over 5 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Mali Performance 5: An Application's Performance Responsibilities

    Peter Harris
    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 ES. This time around I'll be looking at some…

    • over 5 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Running OpenCL on Chromebook remotely

    Anton Lokhmotov
    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™ GPUs, of course! If you are serious…

    • over 5 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • MediaTek scales the mobile market with Mali™-T720

    Steve Steele
    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-quality games. But I wonder how many people stop…

    • over 5 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Using DS-5 Streamline to Optimize Complex OpenCL™ Applications on Mali GPUs

    Tim Hartley
    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 to optimize.  Not only do you need to consider…

    • over 5 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • When Parallelism Gets Tricky: Accelerating Floyd-Steinberg on the Mali GPU

    Tim Hartley
    Tim Hartley

    Embarrassingly Parallel


    In 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 job, it is referred to as “Embarrassingly Parallel…

    • over 5 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • The Movie Vision App: Part 3

    Eric Gowland
    Eric Gowland

    Introduction

    This last blog in the Movie Vision App series, following on from The Movie Vision App: Part 1 and The Movie Vision App: Part 2, will discuss two final movie effect filters.

    Movie Vision Filters: “Follow The White Rabbit…”…

    • over 5 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Mali Performance 4: Principles of High Performance Rendering

    Peter Harris
    Peter Harris

    Previous blog in the series: Mali Performance 3: Is EGL_BUFFER_PRESERVED a good thing?

    5 Principles.png

    In my previous blogs in this series I have looked at the bare essentials for using a tile-based rendering architecture as efficiently as possible, in particular showing…

    • over 5 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • The Movie Vision App: Part 2

    Eric Gowland
    Eric Gowland

    Introduction

    Following on from The Movie Vision App: Part 1, in Part 2, we’ll immediately move on and discuss two more image filters implemented for the project.

    Movie Visions Filters: “An Old Man Dies…”

    oldmandies.png

    This filter is only slightly…

    • over 5 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • The Movie Vision App: Part 1

    Eric Gowland
    Eric Gowland

    Introduction

    The Applied Systems Engineering (ASE) team at ARM is responsible for both implementing and presenting technical demonstrations that show ARM® technology in context. These demonstrations make their way to trade shows and other events and are…

    • over 5 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • ARM Delivers System Efficiency with a New Suite of Integrated Media IP

    Ellie Stone
    Ellie Stone

    Today, the Media Processing team at ARM is delighted to announce the launch of five new products, the ARM® Mali™-T860, Mali-T830 and Mali-T820 graphics processors, the Mali-V550 video processor and the Mali-DP550 display processors.

    The changing…

    • over 5 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Heterogeneous Multiprocessing Gets a Boost with the New OpenCL for NEON Driver

    Steve Steele
    Steve Steele

    Chinese Version 中文版:NEON驱动OpenCL强化异构多处理

    OpenCL - First Mali and Now NEON

    I am currently in Santa Clara for ARM TechCon where the latest technologies from ARM and its partners will be on show from tomorrow. There will be a number of exciting announcements…

    • over 6 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • ARM Mali GPUs: Bringing High-Quality Graphics to Emerging Markets

    Ellie Stone
    Ellie Stone

    Chinese Version 中文版:ARM Mali GPU:为新兴市场带来高质量图形

    The ARM Ecosystem continues to drive innovation, diversity and opportunity across the entire industry at an astonishing pace, bringing the benefits of semiconductor technology to all potential users across…

    • over 6 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Gamelab 2014: Performance Optimisation and Debug Tools for mobile games with PlayCanvas

    Jonathan Kirkham
    Jonathan Kirkham

    Back in June I had the pleasure of visiting Barcelona in Spain for the first time to give a presentation at Gamelab.

    I was lucky enough to attend some of the other talks given and was impressed by the quality and diversity of the presentations.

    Particularly…

    • Performance Optimiszation and Debug Tools for mobile games with Pl.pdf
    • over 6 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Energy Efficiency in GPU Applications, Part 1

    Panu Korpela
    Panu Korpela

    In this blog I will talk about energy efficiency in embedded GPUs and what an application programmer can do to improve the energy efficiency of their application. I have split this blog into two parts; in the first part I will give an introduction to…

    • over 6 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Mali: X11 vs. Wayland at SIGGRAPH 2014

    Guy Lunardi
    Guy Lunardi

    Over the past couple of weeks, ARM and Collabora have been working together closely to showcase all the benefits that can be extract from Wayland for media content playback use cases and beyond.

    This week in particular, ARM and Collabora are showing at…

    • over 6 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Realizing the Benefits of GPU Compute for Real Applications with Mali GPUs

    Roberto Mijat
    Roberto Mijat
    dennis_keynote.jpgI have just returned from a fortnight spent hopping around Asia in support of a series of ARM hosted events we call the Multimedia Seminars, which took place in Seoul (27th June), Taipei (1st July) and Shenzhen (3rd July). Several hundred attendees joined…
    • over 6 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Mali GPU and Samsung AMOLED combine for picture perfect real-time images

    Doug Day
    Doug Day

    Modern games and applications really push the boundaries of real-time graphics and user interfaces on mobile and to do this they need all the components of the system to work together to provide the performance those apps need.

    But it’s not all about performance;…

    • over 6 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Interested in GPU Compute?  You Have Choices!

    Tim Hartley
    Tim Hartley

    Chinese Version 中文版:[原创翻译]GPU通用计算有兴趣吗?你有多种选择!

    The most notable addition to OpenGL® ES when version 3.1 was announced at GDC earlier this year was Compute Shaders. Whilst similar to vertex and fragment shaders, Compute Shaders allow much more general…

    • over 6 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Optimizing Fast Fourier Transformation on ARM Mali GPUs

    Neil
    Neil

    Fast Fourier Transformation (FFT) is a powerful tool in signal and image processing. One very valuable optimization technique for this type of algorithm is vectorization. This article discusses the motivation, vectorization techniques and performance…

    • over 6 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Mali Performance 3: Is EGL_BUFFER_PRESERVED a good thing?

    Peter Harris
    Peter Harris

    Previous blog in the series: Mali Performance 2: How to Correctly Handle Framebuffers

    This week I'm finishing off my slight diversion into the land of application framebuffer management with an analysis of EGL_BUFFER_PRESERVED, and how you determine…

    • over 6 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Mali Performance 2: How to Correctly Handle Framebuffers

    Peter Harris
    Peter Harris

    Previous blog in the series: Mali Performance 1: Checking the Pipeline

    This week I take a slight diversion from the hardware-centric view of the rendering pipeline we have been exploring so far to look at how, and more importantly when, the Mali driver…

    • over 6 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • ARM Mali Compute Architecture Fundamentals

    Anton Lokhmotov
    Anton Lokhmotov

    In his book "How music works", David Byrne points out that music is created to fit a given context: music that would sound great in a symphony hall would likely sound unconvincing in a stadium.  Similarly, OpenCL™ programs are often…

    • over 6 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • ARM Mali GPU Compute for Computer Vision: IMVC 2014

    Tim Hartley
    Tim Hartley

    April 1, 2014 was the date for the Israel Machine Vision Conference (IMVC) in Tel Aviv.  I’m always slightly wary of attending events held on April 1.  I never know for sure that after all the queuing, checking in, travelling, waiting for bags, finding…

    • over 6 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Mali Performance 1: Checking the Pipeline

    Peter Harris
    Peter Harris

    Over the first few blogs in this series I have introduced the high level rendering model which the ARM Mali "Midgard" GPU family uses. In the remainder of this series I will explain how to use DS-5 Streamline, a system-level profiling tool…

    • over 6 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
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