• The 2018 Developer Survey

    Ben Walshe
    Ben Walshe

    The new Developer Economics survey Q4 2018 is now open for all developers around the world who want check out how well they know popular languages, tools, platforms and frameworks.

    Every year, more than 40,000 developers from 160+ countries around the…

    • over 1 year ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Mali Midgard Family Performance Counters

    Peter Harris
    Peter Harris

    Analysis and optimization of graphics and compute content running on a GPU is an important task when trying to build a top quality system integration, or a compelling high performance application. For developers working with the public APIs, such as…

    • over 4 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Benchmarking floating-point precision in mobile GPUs

    Tom Olson
    Tom Olson

    Chinese Version 中文版:基准测试移动 GPU 中的浮点精度

    When we talk about GPU performance we usually talk about speed. In previous blogs we've talked about how many pixels per second you can put on the screen, how many triangles per second  you can pretend to draw…

    • over 7 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
  • The Mali GPU: An Abstract Machine, Part 2 - Tile-based Rendering

    Peter Harris
    Peter Harris

    Chinese version of this blog - thanks to vincent for the translation!

    In my previous blog I started defining an abstract machine which can be used to describe the application-visible behaviors of the Mali GPU and driver software. The purpose of this…

    • over 6 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • The Mali GPU: An Abstract Machine, Part 1 - Frame Pipelining

    Peter Harris
    Peter Harris

    Chinese version of this blog

    Optimization of graphics workloads is often essential to many modern mobile applications, as almost all rendering is now handled directly or indirectly by an OpenGL ES based rendering back-end. One of my colleagues, Michael…

    • over 6 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
  • 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
  • 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
  • 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
  • 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
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