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Sean Ellis

Sean Ellis

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  • 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
  • 嵌入式图形处理器中的内存管理

    Sean Ellis
    Sean Ellis
    我们最近推出的世界级嵌入式图形处理器 ARM®Mali™-T604 GPU ,该处理器拥有出色的内存带宽、令人惊叹的像素填充率以及Gigaflops级的可编程着色处理能力。我们需要让该图形处理器发挥强大的数据处理性能,鉴于它的大部分数据都来自内存,我们花了很多时间和精力来设计它的内存管理单元(MMU)。我将为您介绍它的主要功能,并说明为什么合理设计的MMU是如此重要。统一内存共享在大多数嵌入式图形系统所使用的统一内存架构中…
    • September 11, 2013
  • Killing Pixels - A New Optimization for Shading on ARM Mali GPUs

    Sean Ellis
    Sean Ellis
    Invisible pixels are expensive                                    &#16...
    • September 11, 2013
  • More ASTC in ARM Mali GPUs - High Dynamic Range and 3D

    Sean Ellis
    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
  • ARM Unveils Details of ASTC Texture Compression at HPG Conference - Part 2

    Sean Ellis
    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
  • At Home on the Range - Why Floating Point Formats Matter in Graphics

    Sean Ellis
    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
    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's ASTC Adopted by Khronos Group

    Sean Ellis
    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
    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