• 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
  • 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
  • Introducing PyOpenCL

    Anton Lokhmotov
    Anton Lokhmotov

    I will start my blog series with a subseries on technology that I know and come to love best - OpenCL from the Khronos Group. OpenCL aims to provide functional portability across computer systems comprised of general-purpose processors (e.g. CPUs) and…

    • over 6 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • GPU Compute: Dealing with the Elephant in the Room

    Tim Hartley
    Tim Hartley

    In this first blog of a series about GPU Compute we look at the one of the biggest challenges facing the future development and evolution of smart devices.


    Isn’t technology wonderful?  It’s incredible to think that the processing power in mobile devices…

    • over 6 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • ARM’s experiences with the drawElements Quality Program

    Jörg
    Jörg

    Here at ARM we continuously work to increase the quality of our driver software. Thorough testing is a significant proportion of our driver production process and its efficiency enables us to deliver drivers that meet and exceed our partners’ quality…

    • over 6 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Engineering software for accelerated systems

    Anton Lokhmotov
    Anton Lokhmotov

    Welcome to my series of blogs on engineering software for accelerated systems!  Special-purpose hardware designed to execute certain computations (prominently, GPUs designed to execute graphics computations) is expected to provide better performance than…

    • over 6 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Mucho GPU Compute, amigo!

    Roberto Mijat
    Roberto Mijat

    I have just returned from my third Mobile World Congress (MWC) in Barcelona and I have no doubt this year’s has been for me the best one so far! We are continuing to see a strong trend in independent third party companies using ARM® Mali™ GPU Compute…

    • over 7 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • The past, present and future of mobile photography

    Roberto Mijat
    Roberto Mijat

    Image1.pngLast week I had the great opportunity to deliver a talk at the Electronic Imaging Conference in San Francisco. The conference track was introduced by Michael Frank of LG Electronics, who gave a very interesting historical backdrop to parallel computing…

    • over 7 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • New Mali Graphics Debugger v1.2 Features Improve Fragment Performance

    Anand Patel
    Anand Patel

    Analysing Performance

    When we talk about optimizing performance, we could mean a number of different things. The first thought that comes to most people’s minds in the context of a gaming application is frame rate (FPS). FPS is very important, after all…

    • over 7 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Mali OpenCL Flag Demo

    Jonathan Kirkham
    Jonathan Kirkham

    This is a demo created internally at ARM by Anthony Barbier.

    Mali OpenCL Flag Demo

    The demo shows the performance improvements you can achieve when using OpenCL™ on a Mali powered device.


    The application is simulating a cloth flag with a ~6000 vertex…

    • over 7 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Optimizing GPU Compute Kernels.

    Johan Gronqvist
    Johan Gronqvist

    If you have some previous experience with GPU compute, or if you have watched the GPU Compute for Mobile Devices at ARM Techcon Developer Summit presentation, and you have a Compute application that you want to optimize, it may be hard to know where to…

    • Optimizing Compute Kernels for Mobile GPUs.pdf
    • over 7 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • GPU Compute for Mobile Devices at ARM Techcon Developer Summit

    Jonathan Kirkham
    Jonathan Kirkham

    timhar01 and I have just finished presenting a workshop about GPU Compute on mobile devices at the ARM Techcon Developer Summit in Santa Clara, California.

    The workshop was 3 hours long and was a rapid tour of the current GPU Compute landscape with a focus…

    • over 7 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • The LLVM AArch64 Backend

    Kristof Beyls
    Kristof Beyls

    In this blogpost, Gabor Ballabas and I share why and how we’ve set up a public buildbot for the LLVM AArch64 backend. This buildbot is part of the LLVM community’s continuous integration infrastructure.

    LLVM is an open source project providing…

    • over 7 years ago
    • Processors
    • Processors blog
  • 在 Mali GPU 上利用 DS-5 Streamline 优化复杂的 OpenCL™ 应用程序

    章政
    章政

    这是一篇英文翻译,原文见这里

    异构应用程序,也即同时在 CPU 和 GPU 等多个处理器上运行代码的应用程序,具有天生难以优化的内在特性。您不仅需要考虑代码的不同部分在不同处理器上执行的情况如何,还需要思考它们之间的交互效率。是否有哪个处理器在不必要地等待其他处理器?是否不必要地复制了大量的存储器数据?对 GPU 的利用程度是怎样?是否有瓶颈?了解所有这些的复杂程度让胆小者望而却步。

    显然,至少在部分程度上,答案是性能分析工具。DS-5 Streamline 性能分析器就是这样的一款工具,它最近还新…

    • over 5 years ago
    • 中文社区
    • 中文社区博客
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