• Refraction Based on Local Cubemaps

    Roberto Lopez Mendez
    Roberto Lopez Mendez

    Introduction

    Game 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 be carefully balanced to achieve maximum performance…

    • over 5 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Stencil Test(模板测试)不得不说的那些事

    Frank Li
    Frank Li

    Stencil Test是什么

    Stencil的中文翻译是模板或者蒙板,并不是非常容易理解的一个词。在了解stencil test之前,先来了解一下stencil buffer。在OpenGLES中,有三个可以绘制的buffer(缓存),color buffer(颜色缓存), depth buffer(深度缓存)和stencil buffer(模板缓存)。对于color buffer和depth buffer来说,buffer里面存储的一般都是浮点数,然而对于stencil buffer,buffer存储的是无符号整数…

    • over 5 years ago
    • 中文社区
    • 中文社区博客
  • 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
  • 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 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 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
  • 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 6 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Introducing the ARM Mali-T700 GPU series: Innovated to (efficiently) power the next generation of devices

    Plout Galatsopoulos
    Plout Galatsopoulos

    Better performance or longer battery life? Or both?

    Many mobile phone users have experienced the disappointment of having their favourite device run out of juice when they are far away from a power socket. Some of them may also have experienced the warm…

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

    Most of the interactions that users have…

    • over 6 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • New samples in Mali SDK

    Sylwester Bala
    Sylwester Bala

    I often receive questions such as “How can I render shadows with OpenGL® ES 2.0 without an available depth texture extension?”; “How can I render a simple text with OpenGL ES 2.0?”; or “Simple text rendering does not produce a high quality result, how…

    • over 7 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Profiling and Debugging Games on Mobile Platforms with DS-5 Streamline and Mali Graphics Debugger

    Lorenzo Dal Col
    Lorenzo Dal Col

    It’s been a terrific year for the Mali™ Developer Resources team this year, with the Mali Graphics Debugger being released along with support for the ARM® Mali-T604 in ARM DS-5™ Streamline™.

    The Mali Graphics Debugger was announced…

    • over 7 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Cortex-A12:服务于中端市场,推动移动市场的多样化

    Stefan Rosinger
    Stefan Rosinger

    在北美、欧洲和亚洲的大部分地区,移动设备已不可或缺,而对于新兴市场的许多用户来说,移动设备正在成为其主要计算平台。 它们定义了后 PC 时代。 ARM® 技术从一开始就一直是这场移动革命的领导核心。

    移动设备,如智能手机和平板电脑,将把数十亿人连接到一起。 2013 年,我们预计:

    • 智能手机将出货 10 亿部以上*
    • 智能手机售价将低于 50 美元,平板电脑售价将高于 800 美元
    • 平板电脑出货量将超过笔记本电脑

    移动设备市场将形成以下细分市场:

    • 高端设备: 售价高于 400 美元
    • 中价位主流设备: 售价介于…
    • over 7 years ago
    • 中文社区
    • 中文社区博客
  • 中文版 Mali 开发者中心正式上线!

    Leon Zhang 章立
    Leon Zhang 章立

    全新中文版 Mali 开发者中心今天正式上线了!开发者们可以通过链接http://malideveloper.arm.com/cn/ 先睹为快!根据我们的统计数据,英文版 Mali 开发者中心网站的访问量排名中,中国地区仅次于北美地区,相信这次全新上线的中文版 Mali 开发者中心网站一定会为全球懂中文的 Mali 开发者提供一个更便利的平台! 无论是来自芯片公司, OEM / ODM 还是游戏公司,软件公司以及科研院所的开发者们都能更加快速、准确的找到关于 Mali 的最新动态、行业活动、Demo…

    • over 7 years ago
    • 中文社区
    • 中文社区博客
  • 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,内存由CPU和GPU共享,并充当传输场景数据高带宽信道的角色…

    • over 7 years ago
    • 中文社区
    • 中文社区博客
  • ARM Mali-V500视频IP解决方案 - 借助AFBC减少内存带宽

    Ola Hugosson
    Ola Hugosson

    近期,ARM® 在 Computex 公布了全新 Mali-V500 视频 IP 解决方案,并且我们在该设备中引入了大量新技术。在此,我将就引入诸多技术特性中的一项展开讨论:ARM 帧缓冲压缩(AFBC)。

    背景


    一部中价位 智能手机,如果没有内置摄像头、不具备 YouTube 即时访问、视频录制与播放功能,就会毫无疑问地被视为一个矛盾体。随着手机分辨率从 480p 增加到 1080p,平板电脑向 4k 及更高分辨率增长,工程师们正在竭力征服不断攀升的系统数据量,以满足消费者对用于各类设备的高品质图形和显示器的持续需求…

    • over 7 years ago
    • 中文社区
    • 中文社区博客
  • Killing Pixels - A New Optimization for Shading on ARM Mali GPUs

    Sean Ellis
    Sean Ellis

    Invisible pixels are expensive                                                            …

    • over 7 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Sparklet Embedded GUI Library - Material Design Inspired Theme on ARM Cortex M3

    Saravana Pandian
    Saravana Pandian

    This video demonstrates the Sparklet Embedded GUI Library from Embien Technologies India running on Freescale K70 - ARM Cortex M3 target. The low-footprint library can be run with or with out an OS/RTOS. The theme is inspired by Google's Material design…

    • c4b843f870d90_Material_K70_Sparklet.asf
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    • over 4 years ago
    • Software Tools
    • Videos & Files
  • Mali GPU Tools: A Case Study, Part 3 — Static analysis with the Mali Offline Shader Compiler

    Lorenzo Dal Col
    Lorenzo Dal Col

    This is the third and last part of this series that explains how to analyze the Epic Citadel demo using our ARM® Mali™ GPU tools. In Part 1 we profiled the application using using DS-5 Streamline, while in Part 2 we used the ARM Mali Graphics…

    • over 6 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Mali GPU Tools: A Case Study, Part 2 — Frame Analysis with Mali Graphics Debugger

    Lorenzo Dal Col
    Lorenzo Dal Col

    In the first part of this series we used ARM® DS-5 Streamline to profile the Epic Citadel demo in order to understand the workload on CPU and GPU, and the bandwidth usage. In this article we are going to analyze the same frame with the ARM Mali™…

    • over 5 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Mali GPU Tools: A Case Study, Part 1 — Profiling Epic Citadel

    Lorenzo Dal Col
    Lorenzo Dal Col

    Performance analysis and optimization have always been key topics when it comes to mobile applications, in particular for game developers. The task of bringing console class graphics to mobile platforms is challenging: users expect very high quality content…

    • over 6 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Particle System. Realtime smoke rendering with OpenGL ES 2.0.

    Roberto Lopez Mendez
    Roberto Lopez Mendez

    This whitepaper describes how to implement a simple particle system to simulate smoke.

    Use of the code snippets present within this whitepaper are subject to the Mali OpenGL ES Linux SDK Tutorial EULA terms.

    • Whitepaper-ParticleSystem.pdf
    • over 6 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
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