• 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
  • ARM enables power efficient, enhanced visual experiences on 2.5K and 4K mobile devices with the Mali-DP650 Display Processor

    Vassilis Androutsopoulos
    Vassilis Androutsopoulos

    Yesterday ARM introduced its highest performing and most power efficient display processor technology, the ARM® Mali™-DP650, which targets next generation premium and mass market devices. 

    The Mali-DP650 delivers performance and power…

    • 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
  • Virtual Reality: A Focus on Focus

    Freddi Jeffries
    Freddi Jeffries

    As discussed in our virtual reality (VR) intro blog, whilst the VR industry is moving from strength to strength, there are still a few key issues which often stand in the way of developing a truly successful VR experience. For the purposes of this blog…

    • 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
  • Virtual Reality: The Ice Cave

    Freddi Jeffries
    Freddi Jeffries

    This blog was written by Kapileshwar Syamasundar during his summer placement at ARM in the ARM Mali Graphics demo team. Kapil did some great work at ARM porting the Ice Cave demo to VR using Unity, we hope you can benefit from this too.

    Ice Cave VR

    …
    • over 4 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Mali Performance 7: Accelerating 2D rendering using OpenGL ES

    Peter Harris
    Peter Harris

    It's been a while since my last performance blog, but one of those lunchtime coffee discussions about a blog I'd like to write was turned into a working tech demo by wasimabbas overnight, so thanks to him for giving me the kick needed to pick…

    • 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
  • Achieving the icy wall effect in the Ice Cave demo

    Laura Mengot
    Laura Mengot

    Achieving the icy wall effect in the Ice Cave demo

    Ice Cave is ARM’s latest demo. It shows that great graphical quality can be obtained in mobile devices with the use of conventional highly optimised rendering techniques. The demo is visually stunning…

    • over 5 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Experience with Animating for Mobile Devices

    Laura Mengot
    Laura Mengot

    When creating an animation, it is paramount to have a very clear objective and vision of the asset and its function. How much is the object going to deform? How visible is it going to be in the scene? How complex is the overall animation? These are some…

    • over 5 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • CyberCook - Rendering Realistic Food on Mobile GPUs

    Jason Chown
    Jason Chown

    Starship was formed to use our extensive experience developing software for games & simulations and apply it to market segments that hadn’t yet been exposed to the transformative power of digital technology.

    One of the markets we quickly identified…

    • over 5 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • “ARM + Tencent Games Innovation Lab” has been opening for six thousands game developers of Tencent Games

    Leon Zhang 章立
    Leon Zhang 章立

    Following the strategic partnership announcement at GDC 2015 which was held in San Francisco from 2nd to 6th March : “ARM and Tencent Games collaborate to advance mobile gaming”, we have worked with Tencent Games to provide Tencent’s mobile game…

    • over 5 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Latest Developments in Computer Vision: A View From the Summit

    Tim Hartley
    Tim Hartley

    Machine Vision is perhaps one of the few remaining areas in technology that can still lead you to say “I didn’t know computers could do that”.  The recent pace of development has been relentless.  On the one hand you have the industry giants …

    • over 5 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • The Power of Local Cubemaps at Unite APAC and the Taoyuan Effect

    Roberto Lopez Mendez
    Roberto Lopez Mendez

    Introduction

    Have you ever heard about the Taoyuan effect in reflections? Probably not, so I invite you to read this blog to learn about this effect and the application of local cubemaps in graphics.

    Several blogs published in this community cover different…

    • 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
  • The Making of ARM's Seemore WebGL Demo

    Will Eastcott
    Will Eastcott

    At GDC 2015, ARM and PlayCanvas unveiled the Seemore WebGL demo. If you haven’t seen it yet, it takes WebGL graphics to a whole new level.

    seemore
    CLICK HERE
    TO LAUNCH SEEMORE

    So why did we build this demo? We had two key goals:


    Put amazing demo content in…

    • over 5 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • A summary of OpenGL ES 3.1 demos and samples

    Hans-Kristian Arntzen
    Hans-Kristian Arntzen

    Hi, I am Hans-Kristian Arntzen! This is my first post here. I work in the Mali use cases team where we explore the latest mobile APIs to find efficient ways of implementing modern graphics techniques on the ARM Mali architecture.

    Sometimes, we create…

    • over 5 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Towards perfect media presentation

    Daniel Stone
    Daniel Stone
    collabora-mali.png

    Since our successful demonstration at SIGGRAPH, ARM and Collabora have continued to work together on providing the best possible platform for media playback and presentation. Numerous applications such as digital signage, IVI, tablets, remote monitoring…

    • over 5 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Pixel Local Storage

    Marius Bjørge
    Marius Bjørge

    It's now been a year since we announced the Shader Pixel Local Storage extension. Here I'll recap what we've done since the time of the release.

    What is Pixel Local Storage?

    I recommend reading Jan-Harald Fredriksen's blog post Pixel Local…

    • over 5 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Debugging OpenCL Applications with Mali Graphics Debugger V2.1 and GPUVerify

    Stephen Barton
    Stephen Barton

    Most people use Mali Graphics Debugger (MGD) to help debug OpenGL® ES applications on Linux or Android. However graphics is not the only API that is supported by MGD, in-fact MGD supports applications that use the OpenCL™ API as well. This means that…

    • over 5 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Get started developing your OpenGL ES based graphics application

    Gemma Paris
    Gemma Paris

    OpenGL ES is the standard API for 2D and 3D graphics on embedded systems, which includes mobile phones, tablets, smart TVs, consoles, and other appliances and vehicles. The API is a well-defined subset of desktop OpenGL.

    We have two OpenGL ES Software…

    • over 5 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • 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
  • Live editing OpenGL ES shaders with Mali Graphics Debugger

    Lorenzo Dal Col
    Lorenzo Dal Col

    With Mali Graphics Debugger you can edit OpenGL® ES shaders on the fly on your Android or Linux device while the game is still running. In fact, the tool will replay a frame over and over with modified shaders, so you can check the output on the display…

    • over 5 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • What's new in Mali Graphics Debugger 2.1 and OpenGL ES Emulator 2.1

    Lorenzo Dal Col
    Lorenzo Dal Col

    gdc15_logo.pngEvery year at GDC, we like to present some important updates regarding the development tools for game developers that target devices with ARM® Mali GPUs. In 2013,we previewed Mali Graphics Debugger v1.0, which was then released a few weeks later…

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