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Easier OpenGL ES debugging on ARM Mali GPUs with GL_KHR_debug

Debugging OpenGL® ES applications can be challenging for many reasons. One of the reasons is that the error reporting in the API is not great. It is not always clear when an error is being raised and...

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A brilliant ‘Journey’ of Mali: China Visual Experience and Graphic Seminar

Last Friday I was at the Visual Experience & Graphic Tech Seminar in Shenzhen hosted by ARM; it was a “Journey” focusing on ARM® MaliTM graphic technology and visual experience design for a variety...

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More ASTC in ARM Mali GPUs – High Dynamic Range and 3D

ARM’s ASTC has been adopted by Khronos as the new industry-standard texture compression scheme. As I mentioned in a previous blog, ASTC supports both High Dynamic Range and three-dimensional texture...

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On the road to SIGGRAPH 2013

In just a few days, the Association of Computing Machinery’s (ACM) Special Interest Group on Computer Graphics and Interactive Techniques (SIGGRAPH) will hold its 40th annual conference in Anaheim, CA....

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Students rise to the challenge at Brains Eden

This year was the 5th year of the Brains Eden 48 hour game jam festival. A total of 150 students attended making up 31 teams, each of which was selected from top Computer Science and Game Development...

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Transforming your mobile and TV experience with GPU Compute

As a mother of three young children I am very aware of their approach to technology, and how unaccepting they are of the established ways of interacting with devices that anyone over the age of 18 is...

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OpenGL ES 3.0 Takes Mobile to the Next Level

When I was asked how OpenGL® ES 3.0 would improve my buddy’s ARM® Mali™-T604 powered Nexus 10 I sighed, looking in exasperation at my unknowing friend. How could he, a self-proclaimed tech geek, not...

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Addressing the challenges in bringing dedicated HEVC hardware to market

I mentioned in a blog I wrote previously that the ARM® Mali™-V500 supports a wide range of video codecs. HEVC (High Efficiency Video Coding) is one of the new, emerging codecs and promises compelling...

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Back from SIGGRAPH 2013 – Mali Rocks

Last week I went to SIGGRAPH 2013 in Anaheim, California, along with about 20 of my ARM colleagues. Dave Shreiner described the show in his blog (he’s been paying lots of attention to it – he’s...

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From Advanced Graphics to Casual Gaming in the Cali Summer – Mali Everywhere

The ARM team is just returning from two back-to-back weeks of fabulous graphics focused events that were held in California about 400 miles apart. The first one was SIGGRAPH in Anaheim, the land of the...

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Killing Pixels – A New Optimization for Shading on ARM Mali GPUs

Invisible pixels are expensive Shading pixels is expensive, so you want to make sure that you don’t spend time and energy shading pixels that will not actually make it to the screen. To address this,...

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Up close and personal with the latest Mali Demos

The buzz at this year’s SIGGRAPH was fantastic and you have already heard from a number of my colleagues including Jem Davies, Back from SIGGRAPH 2013 – Mali Rocks and Akshay Agarwal, From Advanced...

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Benchmarking Floating Point Precision – Part III

Welcome to Part III of my blog series on GPU floating-point quality! This series was inspired by some interesting work by Stuart Russell over at Youi Labs™, exploring differences in behaviour of...

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Debugging games & optimizing effects with mobile graphics

Some of Mali’s best software engineers are members of the Mali Developer Education Team – a group set up with the sole mission of ensuring that developers have the opportunity to learn up-to-date...

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ARM’s predictions for the future electronic media & entertainment industry

The International Broadcasting Convention (IBC) is rapidly approaching. This is one of the leading conferences in the electronic media and entertainment sectors. It is a great place to find out about...

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Optimized image and video processing with GPU Compute on ARM Mali-T600

Arguably, image and signal processing is one of the fields in which the massive computational power provided by GPU Compute has the potential to bring about a change in the game. This is already truth...

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How do you achieve the highest quality mobile photography and video?

Through a strong partnership using multi-frame technology and high performance GPU Compute architecture. Finding High Quality in a Small Space We always have our smartphones with us. That’s because our...

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ARM Mali-T628 or how performance sometimes outstrips promises

In the fast-paced technology world we are used to hearing about improvements from one product generation to the next. In the past, we have looked in great detail at the various different metrics used...

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ASTC-capable Devices Hit the Streets

The first device with an ARM® Mali™-T628 GPU has been launched – the Samsung Galaxy Note 3. This is particularly exciting for me because it means that, for the first time, ASTC-capable hardware is in...

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Saving System Power with ARM Multimedia IP

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...

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