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ARM Community: The ARM Mali GPU - Making a Splash at this week's Develop Conference - ARM Community

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The ARM Mali GPU - Making a Splash at this week's Develop Conference

This year’s Develop Conference, the leading conference in Europe for game developers, is set to be the best ever. Now in its 7th year, the event attracts over 1500 of the industry’s leading game developers, as well as influential speakers and industry veterans, such as Ian Livingstone, David Braben and David Perry.

ARM’s Media Processing Division is excited to be exhibiting at this year’s conference, held 10-12 July in Brighton, UK. ARM will be showcasing the full capabilities of our MaliTM GPUs through a wide range of devices and demonstrations. Plus ARM engineers and technical experts will be on hand to offer advice and guidance to developers, so stop by for a chat.

ARM’s Stacy Smith, a senior software engineer who is part of a two-person team who created the Timbuktu demo, will be speaking at this year’s conference. The Timbuktu demo has really pushed the boundaries of what can be achieved on today’s embedded hardware – check it out:

ARM Mali Timbuktu Demo, showing advanced features available to developers today...

Stacy will be talking about the many effects that the team showcased in Timbuktu, such as Bloom, Depth of Field, a Vertex Shader to simulate tessellation of terrain, and many optimization techniques. Entitled “Desktop Techniques on your Mobile – Mali GPU,” Stacey’s talk will be held Wednesday, July 11 at 11:00am in Room 1.

Attached Image

Enlighten Demo courtesy of Geomerics, and Fantasy Demo courtesy of Havok


Mobile gaming is becoming more and more pervasive throughout the industry, a trend very apparent at last year’s Develop Conference. With the ever-increasing adoption of our Mali GPU among SiPs and many OEMs, ARM recognizes the growing importance of the development of graphics for mobile and the role of this conference in promoting this trend.

We hope to see you there.


Simon Hickman, Ecosystem Partner Manager, Media Processing Division, ARM. Simon has been around at ARM for more than 10 years now, remembering being a part of the team that ported Quake2 to the ARM926, then moving into management leading the Applied Systems Engineering team, and on to a Marketing role in the Mobile Computing team. Simon is now enjoying working with some of the most creative Game and Game Engine Developers throughout the world as MPDs Ecosystem Partner Manager, ensuring their content is running optimally on the many devices coming to the market with ARM Mali GPU technology.
All company and product names appearing in the ARM Blogs are trademarks and/or registered trademarks of ARM Limited per ARM’s official trademark list. All other product or service names mentioned herein are the trademarks of their respective owners.

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Sean Lumly 

10 July 2012 - 06:36 PM
I would love to see this talk, so please if there is a public link to the slides or a video, I would greatly appreciate if you shared them!

Second, Timbuktu looks like an extremely impressive demo in its geometric complexity, shader complexity, physical simulation, and post-processing effects. There is a generous helping of overdraw that is handled well, and its nice to see stencil buffered shadows being implemented. What framerates are typically seen on devices like the Samsung Galaxy Tab 7.7, or the new Samsung Galaxy SIII? I could ask 100 questions, so I'll stop there. :)

Lastly, I recognize the demo with the fairy as part of your picture collage. However, I have only seen glimpses of it out of the corner of videos taken of ARM booths. It would be a pleasure to be able to watch the demo and to know what hardware it was running on to get a feel for the complexity. It would also be nice to get more general information on that particular demo.

It is a rare treat to get insight into the Mali GPU from developers with a large incentive to optimize to the hardware's strengths! Thanks very much for the post!
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