• 25 Years of Mobile Gaming - Powered by Arm

    Ben Walshe
    Ben Walshe

    Next week kicks off with Game Developers Conference (GDC), and San Francisco will be bursting with energy and excitement. The gaming industry is full of creativity and it shows by the amazing events that the industry hosts every year.

    GDC is a chance f…

    • over 2 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • MWC18: A Smartphone Camera With a Brain

    Roberto Mijat
    Roberto Mijat

    Mobile continues to be a very dynamic industry, thriving with technical innovation, particularly around camera related technologies. In 2017 over 1.2 Trillion (that is 1,200,000,000,000) photos were taken with mobile devices. With over 1.5bn devices shipping…

    • over 2 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Why GPUs and Machine Learning are a Perfect Match

    Freddi Jeffries
    Freddi Jeffries

    Way back at the start of the year I asked you what you thought the hot topics of tech were going to be in 2017 and which would take the greatest forward leaps.  Whilst there was a lot of support for Virtual Reality (and not quite as much for Augmented…

    • over 3 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Console quality game rendering on mobile

    Peter Harris
    Peter Harris

    In the last six years we have seen huge improvements in the performance of mobile system-on-a-chip designs, with gains spanning the CPU (x100), the GPU (x300), and the DDR memory system (20x). These improvements make it finally possible to start treating…

    • over 3 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • GPU Processing Budget Approach to Game Development

    Roberto Lopez Mendez
    Roberto Lopez Mendez

    Introduction

    Attending events and manning Arm booths at trade shows is a great opportunity to meet developers and to understand first-hand about the problems they face and what their needs are. One of the reoccurring conversations I have is the following…

    • over 3 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Solving the Multi-sampling Problem in Deferred Shading with Temporal Anti-Aliasing

    Panagiotis Christopoulos Charitos
    Panagiotis Christopoulos Charitos

    The introduction of Vulkan not only brought a more explicit way to control GPU hardware but also a number of novel concepts that unlock new and interesting possibilities. One of those new concepts is multipass rendering. Multipass rendering's primary…

    • over 3 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Post-processing in Mobile: Clustered Volumetric Fog

    Panagiotis Christopoulos Charitos
    Panagiotis Christopoulos Charitos

    With each generation of mobile GPUs the available performance budget sees a significant increase. That performance increase opens up the door to new techniques never tried in mobile before. Post-processing is one of those areas that were traditionally…

    • over 3 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Announcing the Compute Library 17.6

    Roberto Mijat
    Roberto Mijat

    Not long has passed since we made the Compute Library publicly available on March 14th. Today we are pleased to announce the second public release of the library, adding many new functions to accelerate computer vision and machine learning on Arm Cortex…

    • over 3 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • 360 video: It's everywhere you look...

    Freddi Jeffries
    Freddi Jeffries

    360 degree video is changing not only the way we consume content, but the way we create it. We’re no longer restricted to sharing our experiences in selfies, single photos or even panoramas to capture more of a given scene. With 360 degree video we can…

    • over 3 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • The Mali GPU: An Abstract Machine, Part 4 - The Bifrost Shader Core

    Peter Harris
    Peter Harris

    We have recently announced the first GPU in the Mali Bifrost architecture family, the Mali-G71. While the overall rendering model it implements is similar to previous Mali GPUs – the Bifrost family is still a deeply pipelined tile-based renderer…

    • over 4 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Bitesize Bifrost 1: The benefits of clause shaders

    Freddi Jeffries
    Freddi Jeffries

    The recently released Mali™-G71 GPU is our most powerful and efficient graphics processor to date and is all set to take next generation high performance devices by storm. The Mali family of GPUs is well known for providing unbeatable flexibility…

    • over 4 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Making VR Dreams a Reality

    Freddi Jeffries
    Freddi Jeffries

    Virtual Reality (VR) has been a focus area for ARM® in recent years with significant investment made in ensuring the ARM Mali™ range of graphics and multimedia processors is a great fit for mobile VR devices now and in the future.

    We’re pleased…

    • over 4 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Building a Unity Application with Mali Graphics Debugger Support

    Stephen Barton
    Stephen Barton

    Update: An updated version of how to build Unity applications with Mali Graphics Debugger using OpenGL ES is now available.

    In the blog Using Mali Graphics Debugger on a Non-rooted device we discussed the idea that you could use Mali Graphics Debugger…

    • over 4 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • ARM Mali Brings Scalability & Power Saving to the MediaTek Helio P20

    Freddi Jeffries
    Freddi Jeffries

    Everyone wants the best of both worlds. We don’t want to pay a fortune for a phone, but we do still expect it to do everything we need it to. Whether that’s taking crystal clear pictures to share on social media, or supporting high-end 3D gaming, it imposes…

    • over 4 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Virtual Reality – Blatant Latency and how to Avoid it

    Freddi Jeffries
    Freddi Jeffries

    Welcome back to the third post in my Virtual Reality (VR) blog series. We’ve already discussed the reasoning behind our interest in VR as a major driving force for graphics development, but even in the time between posts, VR uptake has grown tangibly…

    • over 4 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Mali Graphics Debugger V3.4 Released with Vulkan Support

    Stephen Barton
    Stephen Barton

    This is a very exciting time for Graphics. Today marked the release of Vulkan, which is the latest graphics API to be developed by the Khronos group. It has been completely redesigned from the ground up with a much greater emphasis on low-level efficiency…

    • over 4 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Speeding-up Fast Fourier Transform Mixed-Radix on Mobile ARM Mali GPU by means of OpenCL - Part 3

    Moritz Pflanzer
    Moritz Pflanzer

    Back to Speeding-up Fast Fourier Transform Mixed-Radix on Mobile ARM Mali GPU by means of OpenCL - Part 1

    Back to Speeding-up Fast Fourier Transform Mixed-Radix on Mobile ARM Mali GPU by means of OpenCL - Part 2

    In this third and last part of this blog…

    • over 4 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • ARM Vulkan: Built for Modern Mobile Systems

    Mike Smith
    Mike Smith
    ARM Logo.pngvulkan logo.png

    Built for Modern Mobile Systems

    ARM, along with other key industry members, made a lot of progress since the Vulkan announcement by the Khronos Group back in early 2015 and we’re now in the final stage of development.

    What is Vulkan?

    Vulkan is a new…

    • over 4 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Speeding-up Fast Fourier Transform Mixed-Radix on Mobile ARM Mali GPU by means of OpenCL - Part 2

    Gian Marco Iodice
    Gian Marco Iodice

    Back to Speeding-up Fast Fourier Transform Mixed-Radix on Mobile ARM Mali GPU by means of OpenCL - Part 1

    Read Speeding-up Fast Fourier Transform Mixed-Radix on Mobile ARM Mali GPU by means of OpenCL - Part 3

    Here we are for the second part of our blog…

    • over 4 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Speeding-up Fast Fourier Transform Mixed-Radix on Mali GPU with OpenCL - Part 1

    Gian Marco Iodice
    Gian Marco Iodice

    This is the first article of three that will focus on the implementation of Fast Fourier Transform (FFT) using the mixed-radix method on Mobile ARM Mali GPU by means of OpenCL.

    This blog series continues the work of Neil Tan who analyzed the main strategies…

    • over 4 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Mali-T880 is set to Deliver the Premium Mobile Experience of 2016

    Freddi Jeffries
    Freddi Jeffries

    ARM®’s newest high performance GPU, the Mali™-T880, delivers better than ever graphics performance whilst remaining well within the energy constraints of a mobile platform. The exciting possibilities this opens up are beginning to be realised with the…

    • over 4 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Is Virtual Reality the Next Big Thing…Again?

    Freddi Jeffries
    Freddi Jeffries

    In this blog series we’ll be looking at the current status of Virtual Reality with a special focus on mobile VR, where it’s heading in the future and what ARM® can do to help us get there. We’ll be covering the common challenges and pitfalls and how…

    • over 4 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Test-driving the Mali OpenGL ES Emulator

    Dale Whinham
    Dale Whinham

    Hello all,

    My name is Dale Whinham, and I’m an intern within the Media Processing Group at ARM. I have been working with ARM over the summer to produce some additional sample code for the Mali SDK, which is freely downloadable for your platform of choice…

    • over 5 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Mali Performance 6: Efficiently Updating Dynamic Resources

    Peter Harris
    Peter Harris

    My last blog looked at some of the critical areas which an application has to implement efficiently to get best performance out of 3D content, such as broad-brush culling of large sections of a scene which are guaranteed not to be visible so they are…

    • over 5 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Do you find 3D programming boring ?

    Jens Bauer
    Jens Bauer

    For a long time, I've not really been interested in 3D programming.

    (Well, I've done some minor OpenGL programming many years ago, but I must admit that I'm more of a dev-tools programmer)

    After watching the video Alban linked to in ARM Processor…

    • over 5 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
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