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ASTC Texture Compression: ARM Pushes the Envelope in Graphics Technology

ARM’s GPU architects and engineers regularly push the envelope in mobile graphics technology, which is why the latest Mali GPU cores offer such a unique combination of best-in-class graphics performance, an aggressively forward-looking feature set, and unprecedented scalability. But the engineers also make more fundamental contributions to graphics technology. This week at SIGGRAPH Asia, we’re disclosing a new approach to texture compression. This technology enables deep reductions in GPU memory bandwidth and application memory footprint, which in turn allows improved performance and lower power. In this blog, I’ll talk about where the technology came from, why it’s important, and where we’re going with it.

Why I Love My Job
Early in my engineering career, my boss/mentor at the time told me something I've never forgotten: According to polls (he said), among engineers who say they love their jobs, the thing they like best about them is that "they get to work with smart people&...

Mali served with frozen dessert

As you are probably aware, there has been a lot of excitement about the Android 4.0 “Ice Cream Sandwich” release that was finally made on the 14th November. As someone at ARM mentioned, it’s almost like Christmas, considering it has been nearly a year since it officially happened last time. Here at ARM’s Media Processing Division we are particularly thrilled because with every new Android revision we are seeing more of the visual computing use cases for Mali Graphics Hardware.

Mali has a growing ecosystem on Android and has been an integral part of its sweets, chocolates, pastries and biscuits since the early days of Donut. ...

Another ARM graphics adventure - Chairing SIGGRAPH 2014

What’s Up? I was recently selected to be the conference chair of the 41st annual SIGGRAPH conference. For those who are unfamiliar, SIGGRAPH is the Association of Computing Machinery’s (ACM) special interest group on computer graphics and interactive techniques. This huge conference regularly draws tens of thousands of attendees for its technical papers program, educational courses, lively panel discussions, art and technology showcases, electronic theater, and exhibition floor. If your senses are in need of an overload, this is the place to go!

Having attended the conference annually for more than half of my life, and actively presented at it over the last decade, being selected to chair the conference is a great personal honor, huge responsibility, and an immense opportunity.

Background. While a widely-held view of SIGGRAPH is that it’s only about creating sexy pixels, it’s also totally about interactive techniques. A large part of my career has been involved in getting damp life forms interacting with dry silicon: from my early work on flight...

Launching Mali-T658: “Hi Five-Eight, welcome to the party!”

Just a day ago we’ve lifted the veil off the ARM® Mali™-T658, the second Mali GPU based on the Midgard architecture that we launched a year ago. It’s been brewing in our labs next to the Mali-T604 and already has key leading licensees, but until now hasn’t enjoyed the public presence of its sibling. Now they are both ready to power the leading end-user devices of 2012! Yes you hear right - expect to see them both in stores next year.

So how does the Mali-T658 complement the Mali-T604? By showing off some of the versatility of the Midgard architecture it brings in a compute punch of up to 350 GFLOPS and over 5GP...

ARM Mali-T658 GPU Arrives at the Japan Technical Symposium

If you follow Jem Davies’s blog, then you may have noticed that at ARM TechCon™, he made a cryptic comment about an “exciting new Mali graphics product launch” news coming. Wait no longer! ARM just launched the new multicore Mali-T658 GPU here in Tokyo, Japan and we’ll be telling you all about it during a series of Technical Symposia around Asia in the coming weeks.

The Midgard architecture
Following on from the ...

TechCon 2011 - the ARM Mali GPU joined-up story is clear

I’ve just come back from ARM TechCon 2011 and it was a pretty special time for ARM: on the first day, Simon Segars, EVP and GM of the Physical IP Division at ARM, opened things by talking about the full range of physical IP that ARM now has, and the Processor Optimisation Packages (POPs) that make ARM’s great CPUs even faster and lower power (we’re looking at ways to add the same value for our Mali GPUs in the future). After that, we had Nandan Nayampally’s talks on ARM Cortex-A7, and the big.LITTLE processing ...

GPU Computing in Android? With ARM Mali-T604 & RenderScript Compute You Can!

Everyone is excited by Android 4.0 Ice Cream Sandwich (ICS) and no wonder! Google’s "most ambitious release to date" rolls out many new features that look very promising indeed: zero-click NFC sharing (Android Beam), a unified OS for smartphones and tablets, a new UI (with resizable widgets), single motion panoramic camera, face unlock, live effects and so on. And this time it will all be Open Source. All great, but to be honest, what I am really excited about is a less advertised technology called RenderScript, which in ICS takes another significant stride towards maturity. And why does this excite me? Because RenderScript is the API that will soon enough enable GPU Computing) in Android.

Crash course in Android RenderScript

So, what is RenderScript? It is a new programming framework and API for Android, which Google originally introduced in Honeycomb. In ...

Creating the Augmented World with ARM Mali GPUs (Part 1 of 3)

The ARM® Mali™ Ecosystem today has a broad community of developers and Partners who have created visually-compelling applications for Android™-based platforms using Mali GPUs. The Samsung Galaxy S2, the best Android smartphone in the market today, is showing how our Partners can develop high-end games and stunning user interfaces, creating an unparalleled user experience.

ARM has developed a strategy to provide the best AR solutions by working across the Augmented Reality (AR) value chain with key Partners.

Augmented Reality is one area that greatly benefits from platforms which provide high-performance CPU plus GPU solutions within a low-power profile, as AR applications require responsive image tracking, 3D graphics and a sustained battery life to make the technology viable.

The “Augmented City”, jointly developed by ARM and ...

Changing Home Entertainment with Dazzling Graphics and Cool Google Apps

The growth of internet TV and the increased demands on DTVs and STBs started a new era of the home application market. At the various home application exhibitions, the key OEMs are all displaying their latest SmartTVs and STBs, such as Samsung, LG, HiSense and Skyworth. Look at these products closely and you’ll find they are ARM powered! The growing momentum not only has placed the SmartTV at the center of home entertainment, but also changed the structure of the market players.

ARM open source support with Android™ and Linux
With close and continuous collaboration with Google on the ARM architecture and Android system, this combined hardware and software solution attracts more and more Apps developers and enables faster development cycles. ARM la...

At Home on the Range - Why Floating Point Formats Matter in Graphics

As graphics processor hardware now supports a number of different floating point data formats, it is important to understand how to select an appropriate format for your calculations, and why the choice is important. Even the simplest of operations benefit greatly from a little thought. Here is an instructive example that we recently came across.

Animating Shaders

If you are creating an animated shader in OpenGL ES, you will need to tell it the time. The obvious way to do this is to create a uniform variable called, let’s say, animation_time, and use it to modify some aspect of the object we are drawing, such as its color, position, or texture. Let us look at some complications that can occur.

Here is a very simple animated pixel shader that uses the time to pulse a red light repeatedly:

uniform mediump float animation_time; gl_FragColor = vec3(fract(animation_time), 0.0, 0.0);

The fract function returns the fractional part of the animation_time value, which gives us a sawtooth-like ramp over time. This is placed in the red component of the fragment color, so that the object appears to be repeatedly pulsing red.

We pass ...

Memory Management on Embedded Graphics Processors

Our latest world-class embedded graphics processor, the ARM® Mali™-T604 GPU, has excellent memory bandwidth, pixel fill rates to make the mind boggle, and gigaflops of programmable shading power to spare.

We need to keep this engine fuelled with data, and since most of its data comes from memory, we have spent a lot of time and effort designing its Memory Management Unit (MMU). I’d like to show you around its headline features, and explain why a properly designed MMU is so important.

Unified Memory Sharing
In a unified memory architecture, which most embedded graphics systems use, memory is shared between the CPU and GPU and acts as a high bandwidth communication channel for the scene data.

The application running on the CPU, with the co-operation of the driver stack, will have allocated memory and set up all the data required to render a scene. A good application will prepare data in a format that the hardware can read directly, so that the driver stack has low overhead. (The chance of this happening are greatly increased if the GPU can read multiple different types of data, but that’s a topic for another time....

Porting Games to Multiple Devices Made Easy

Many times on my travels through the world of embedded GPUs I have come across someone asking “How easy is it to port my game to Mali™?” Well.....actually it’s not difficult at all, and this is reflected in the ARM® Mali™ Ecosystem. Let’s start by looking at the Ecosystem and its growth. Having now reached a massive half a million activations a day, Android is where it’s at! Especially now the Samsung Galaxy S2 has hit the market. The S2 is a dual core ARM® ...

ARM Powered Smartphone Sets New Graphics Benchmark

Taking an in-depth look at all methods used throughout the industry to compare GPU performance in the handset space as well as their accuracy (or lack thereof) is not an easy task. Uniquely this year, the Samsung Galaxy S II with Mali-400 MP according to Engadget and Techradar has unanimously set the highest benchmark score among the currently available smartphones.

Evaluating graphic performance is often a subject of controversy and involves wading in the muddy waters of 3D benchmarking. These days, consumers will often use hardware capabilities to quantify purchasing decisions and tech-savvy buyers wi...

ARM Discusses Future in Keynote: Heterogeneous Computing, CPUs and GPUs

As promised, I gave a keynote speech at AMD’s Fusion Developer Summit last week, and it gained quite a lot of attention. There is a video of my speech here and the slides are attached at the bottom of this blog. Please take a look.

In my speech I set out the background - that Moore’s Law will continue, but the effects of it won’t give us as much of a frequency uplift and power reduction as we have been used to. We will have to use the additional transistors more cleverly, through the use of domain-specific processors and heterogeneous computing. We will make use of GPUs to perform the right sort of computation, and utilize coherency (as described in my colleague Bruce Mathewson’s blog), to reduce the cost of offload and increase th...

Moore’s Law Continues, but Needs Help from Heterogeneous Computing

Moore’s law is not broken: shock, horror, screaming headline! It will last for a while longer yet - new generations of silicon process will continue to give us more transistors on chips, but that won’t, on its own, give us the increases in performance and decreases in power consumption we have become used to. However, we can utilise those extra transistors, to build multicore processors and more of them, and through heterogeneous computing and appropriate use of domain-specific processors. This will give us the increased performance and improved energy-efficiency we need. These are critical areas for us to concentrate on for the future if we are to continue to lead in energy-efficiency.

At ARM, we focus on energy-efficiency: not just making IP blocks that make the best possible use of energy themselves but also that lead to partner SoCs using less energy overall (e.g. by reducing external memory bandwidth). One of today’s exciting technical challenges is heterogeneous computing, and we invest a lot of time working in this area to enable more energy-efficient consumer electronics devices. Consequently, when AMD kindly invited me to give a keynote speech at their ...

Which Devices Enable Your Connected Life?

Can you think back to a time before you owned a full color, touchscreen smartphone that allows you to navigate easily to your emails, calendar and favorite games by tapping and sliding on a graphically rich interface? Technology moves fast and with devices now being so user-friendly and intuitive, consumers are becoming rapidly accustomed to having so much information and entertainment at their fingertips – so much so that we take these devices very much for granted. The capabilities of smartphones, tablets and a range of other consumer devices have advanced so much, it is good to sometimes take a moment to really appreciate how much they now do for us.

Today’s connected consumer wants a seamless, connected user experience from one device to the next and we can no longer live without our smartphones, tablets, DTVs and automotive devices – for communication, social networking, entertainment and global navigation. ...

ARM Sponsors Inaugural Linley Tech Mobile Device Conference

ARM’s Cortex™ family of processors and Mali™ GPU’s are the applications, media processing and graphics acceleration engines at the heart of today’s smartphones. Audio and video codecs have been implemented efficiently in software on several previous generations of ARM-based processors and more recently many of these codec implementations have been optimized to take advantage of the NEON™ coprocessor technology for higher performance and lower power. To support the growing requirement for graphical user interfaces (GUI) and 3D gaming on high resolution mobile devices ARM have added the Mali family of graphics processor units (GPU’s) to its product line up. The Mali GPUs accel...

ARM Partners everywhere at CCBN

Last week several ARM Partners were on hand to showcase their latest connected ARM Cortex-A9 and Mali-400 products at the China Content Broadcasting Network Exhibition (CCBN). This is China's only international exhibition for broadcast, cable and satellite technology and since its first show in 1993, CCBN has become one of the largest exhibitions in Asia.

Attached Image

There were several highlights at the show from triple play platforms to Android based set-top-box (STB) / iTVs to 3D gaming and stereoscopic devices.

Trident demonstrated their Cortex-A9 Apollo/Shiner SoC family, the PNX8400, whic...

Multicore or Multi-pipe GPUs: Easy steps to becoming multi-frag-gasmic

The ARM Mali-400 MP was the world’s first embedded multicore graphics processor (GPU) when it was launched, back in 2008, and Mali-T604 continues that trend. Since then, there have been a number of new GPUs claiming to be multicore and people have asked me lots of questions seeking to quantify what is a “core” versus a “pipeline” and about scalability, so I thought I’d share the answers with a wider audience. My colleague Jem Davies has noted before in his blog that the beginning of wisdom is to call things by their correct names. Graphics can sometimes be a very confusin...

Game developers head off from GDC to create the next wave of exciting content

Things have now wound down at the Moscone Center after a week of the Game Developers Conference (GDC). We’ve been catching up on what’s new, what’s cool and who’s who in the world of gaming, and after a hectic five days we’ve packed our bags and headed home.

It was a busy week, but what were the highlights? Well, for us at ARM, the rise of stereoscopic gaming was a hot topic and with our own Stereoscopic Space Racer game ‘TrueForce’ on show, we were really encouraged to see that.

The developments around gaming engines also caught our eye. Scaleform were showing their custom engine for rendering flash effectively on the GPU – it really works, it’s fast, and it makes the creation of UIs for games, in addition to UIs for applets, really easy.

The guys from Unity were also here in force, with their game engine now enabling developers to easi...

Mobile Game Graphics Going High-End

Consumers are now looking for handsets that deliver everything that previously required separate devices, including high-end 3D gaming. Until now the meaning of ‘high-end mobile 3D graphics’ has mostly been limited to good looking static models with baked light maps. When can we expect to see some proper real-time pixel toasting?

Excitingly enough, a few pioneering game developers have lately created some mobile content that tries to do something beyond the basic fixed function shading which we all grew sick of in the 90’s. Rage by Id pushes the bar of OpenGL ES 1.1 using Carmack’s black magic texture streaming tricks. Infinity Blade, based on the Unreal Engine, features some basic per pixel bump shading the low resolution versions for iPhone. In the higher resolutions however, the game seemingly is more or less surviving on the great artist work alone.

ARM’s GPU strategy has always focused on high performance in the demanding pixel shading cases, required to truly enable desktop- and console-leve...

Triangles Per Second 2: A Chocolate Teapot of a Graphics Benchmark

In the first blog of this series, I claimed that as a GPU performance metric, triangles per second (aka TPS or triangle rate) is a chocolate teapot – i.e. utterly and completely useless – and talked about the difficulty of getting a consistent definition of the metric. (Without such a definition, you can’t compare triangle rate numbers from different vendors.) I also gave some technical background on how GPUs draw triangles. In this installment, I’ll talk about how GPU vendors exploit the definition problem to claim enormous triangle rates, while actually telling you nothing about the performance of the GPU. Finally, I’ll explain why, even if you were able to measure an honest triangle rate, you wouldn’t want to.

How to draw a gazillion triangles per second
OK, so you’re a struggling GPU vendor who wants to claim “N gazillion triangles per second”. It doesn’t m...

Enjoying gaming…at last!

With the Game Developers Conference happening this week, I got to thinking about how gaming is becoming so much a part of all of our lives. I’m not sure if I dare say it amongst my gaming obsessed colleagues(!), but I’ve never really been one for games – whether it was board games or video games. My memory of gaming as a child was waiting and waiting til my two brothers would finally say “OK, it’s your go” and hand me the joystick, then within a matter of moments and probably flying a spaceship or suchlike in the wrong direction, I was dead, back to the end of the queue while they seemed to take forever to lose their lives! Not fun!!

But gaming is becoming so much more pervasive now, and it is effortlessly breaking through to so many demographic groups that wouldn’t have typically engaged in gaming. It only took my Mum a few moments to get the hang of Angry Birds on my ARM® Mali GPU-enabled tablet, and my stepdaughter is only interested in me for my smartphone so she can play Teeter! The simplest of game concepts seem to be so universally effective.

...

Triangles Per Second: Performance Metric or Chocolate Teapot?

The practice of characterizing GPU performance in terms of triangle rate (triangles per second) has largely died out in the world of desktop graphics. Unfortunately, it continues to linger in the mobile graphics community. It is time to put a stop to it. There are three things wrong with it: first, it is ill-defined, making it impossible to compare numbers reported by different GPU vendors; second, it forces otherwise honest GPU vendors (not to mention unscrupulous ones) to mislead their customers, by measuring triangle rate under wildly unrealistic conditions; and third, if you do manage to address those problems and measure a well-defined, “honest” triangle rate, it is useless for any conceivable purpose. In this two-part blog, I’ll explain each of these points in detail, with digressions on how GPUs work, engineering trash-talk, and the relevance of chocolate teapots.

Measuring Graphics Performance
We’ve been thinking a lot lately about graphics performance and how to measure it. Our latest graphics core, the recently announced ARM Mali -T6...

The Incredible Becomes Reality at MWC 2011

Stunning graphics powered by Mali GPUs coming to a mobile device near you!

We have been busy preparing for MWC this year – and hope to impress and inspire you with a shiny new Augmented Reality (AR) demo put together by our Cambridge demo team. Here is a taster of what you can come and see for yourself at MWC! We’ll also be catching up with our business Partners and talking about the upcoming solutions that they are building ARM® Mali™ graphics into. In the last three months alone, four more licensees in the mobile space have chosen Mali GPUs – continuing our momentum in bringing new levels of graphical capabilities to mobile handsets. This includes Spreadtrum Communications, Inc. choosing the ...

NextGen portable gaming redefined by Sony PSP NGP with Cortex-A9

On the heels of CES 2011, where ARM products were everywhere from handsets, smartphones, tablets, DTVs and STBs, as well as Microsoft’s announcement to support Windows on ARM , comes the latest announcement from Sony Computer Entertainment on its next generation portable entertainment system, codename NGP.

It uses a very high performance, energy efficient quad core ARM ...

Smart TVs make a Connected Life a reality at CES

When I look back at CES 2011 ARM-based tablets generated a lot of excitement and press. While this year is a breakthrough year for tablets, I think it is also a breakthrough year for smart connected TVs. Is the timing here unrelated? I really don’t think so. The real story behind the story is that ARM technology is enabling your connected life – not only with smartphones and tablets but also by bringing smart technology into connected DTVs.

Smart technology from ARM moving from mobile to the home
Smart technology from ARM is powering some of the most important software innovations being adapted into connected TV. Operating systems like Google Android are optimized for the ARM architecture and support native development on ARM. Key connected software components like ...

ARM Mali-T604 GPU Ready for Post-32-bit World and Real Computing

John Carmack, interviewed in Arstechnica, said graphics processors such as the just-launched ARM Mali-T604 must address more than 32 bits-worth (4 Gbytes) of memory. Mobile downloadable apps are currently limited to 2 Gbytes, which cramps his style: on the desktop they are already much bigger. Consumer devices ship today with more than 512 MB DRAM and 16 GB of Flash, and Moore's law tells us they will cross the 4 Gbyte limit just after the first Mali-T604-enabled devices start shipping. Games engine programmers also want ...

Of Philosophy and When is a Pixel Not a Pixel?

It’s been a busy few months here at ARM in the run up to the launch of the ARM® Mali™-T604 Graphics Processor (GPU) at ARM Techcon. In the post-launch lull (i.e. returning to a slightly more normal level of madness) I’ve been watching the blog-o-sphere for reaction to our new technology launch. While watching the various comments, I’ve noticed that people are having a few issues with some of the performance metrics being pushed at them. Take fill rate, for example. ARM believes in quoting our fill rate performance as bilinearly-filtered, fully textured pixels, written out to the frame buffer pixels (“BFT pixels“) as we believe that’s the most honest, the easiest to compare, and the easiest to understand metric. Pretty straightforward you woul...

Historical Look at the Makings of the Newest ARM Mali-T604 GPU

So how did we do it? How did we create the coolest new GPU and architecture? Well, a few people have asked me this recently, so I thought I’d pull together all my stories, videos and blogs into one place (or at least the ones I can mention publicly).

Recently we had
The Travelling Salesman stop by on his epic journey around the Nordic start-up scene and I gave him a short interview on our story from founding a tech company right up to being acquired by ARM. You can find the video from his visit below and his blog entry. And no I don’t usually wear sunglasses around the office...

...

Visual Computing Will Be Powered By ARM Mali Graphics

Wow – what a day yesterday was, here at ARM Technology Conference (Techcon) 2010. All the effort and energy from a hugely focussed team has resulted in a fantastic reception for our new GPU, the Mali-T604. The buzz around the show and afterwards has been amazing – more than justifying the years of effort that the ARM Mali engineering teams have spent in creating this fantastic GPU for the new era of visual computing.

Building on the Successes of our Partner Mali platforms
Our fourth-generation GPU has been built on the success we have had with Mali-200 and Mali-400 MP. It was great that we had multiple Mali Partner platforms from Amlogic, Beijing Nufront, ...

Embedded and Desktop - Similarities and Differences

In case you missed the start of this discussion, my blog CPUs Have Been Doing GPU Computing Badly for Years started a dialog with Gary Smith who responded with Sub-Optimal Processing. Here is my response.

****er’s Law (name changed to protect the guilty)
It used to be said that the embedded space was about 7 years behind the desktop in the sense that technological changes tended to appear in (what was then) mainstream computing seven years before the embedded and mobile markets, but in many ways that isn’t true now. If we look at the innovations in OpenGL ES as compared to OpenGL for example, I think we can see that we’re at least on par in the graphics space. Where I think we’re wel...

ARM Mali-T604: New GPU & Architecture For Highest Performance & Flexibility

Today we announced the ARM® Mali™-T604 GPU, the first implementation of ARM’s new Midgard architecture. The increase in screen resolutions and the demand for better-looking and more intuitive displays needs a huge increase in graphics capability. These demands for the highest levels of performance and flexibility, support for new APIs such as Khronos™ OpenCL™ and Microsoft® DirectX®, all in an energy-efficient way called for a new embedded GPU architecture...

Wait. That was a bit dull. It didn’t have the why, the how, or my excitement! Let me try again:

What

At last; it’s here. We’ve been hinting, and I’ve been bursting to tell ...

Immerse Yourself In TrueForce – Powered by Mali GPUs



TrueForce is a spaceship racing and precision game set in an asteroid belt in a distant galaxy. The goal is to race through the track as quickly as possible while collecting point tokens and power-ups, and avoiding crashing into megatons of...

CPUs Have Been Doing GPU Computing Badly for Years

How can someone from the company with the most CPUs in use in the world say something like this? Well it wouldn’t be the first time I’ve been told I was wrong and I confidently predict it won't be the last.

GPU Computing
After a recent lecture, I started thinking again about some of the basic assumptions and language in use when this subject gets discussed: "What CPU tasks are suitable to run on a GPU?", for example. On reflection, I feel the language is wrong and I take issue with the question. For example, the CPU has been doing graphics for years and rather badly, at that - just look at the quality and richness of modern consumer electronics devices which use GPUs to see the difference. I believe we should be talking about moving computation tasks to their rightful homes - where they can be done most efficiently in terms of performance and in terms of energy consumption. Does anyone else think I'm on the right lines here? It's not a war between CPU designers and GPU (or video engine) designers about who is right. Surely it's about appropriate engineering design?

Thought-provoking Lecture at University (You Don't Understand Something Until You Teach ...

ARM Graphics Invites You to Techcon: OpenCL and More

It’s an exciting time to be involved with graphics processing as the industry undergoes yet more rapid change with the ever increasing performance demands to meet the expectations of the “eye-candy” focussed consumer and extending capabilities of the hardware and the software to meet those raised expectations. The recent introduction of OpenCL 1.1 by Khronos has opened the realm of visual computing onto an ever wider portfolio of devices and we at ARM are certainly part of the forefront of that. Follow some of the ARM team’s recent Open CL debate in Tom Olsson’s blog Why OpenCL Will Be in Your Smartphone in 2014 and Jem Davies’ response GPU Computing, the OpenCL debates and performance measurement.

The ARM Technology Conference (Techcon) on November 9-11 in the Santa Clara Convention Center down in Silicon Valley is the place where the ...

We love academia: thanks for the citing – ARM Mali Graphics

Fantastic! Here is a university group that has poked around, found one of ARM’s Mali graphics patents and taken the idea for a spin! Yes, I’ve been cited and it feels good.

Chih-Chieh Hsiao et al at the National Chiao-Tung University in Taiwan published the paper “A Hierarchical Primitive Lists Structure for Tile-based Rendering” at the 12th IEEE International Conference on Computational Science and Engineering in which they take a look at our next generation hierarchical tiling technology for keeping external memory bandwidth the lowest in the industry and thus save energy. Not only do they verify that this is pretty awesome stuff, they also explore some nifty ideas on how to improve it. Well done!

Designing graphics processors is a fantastic job. You get your hands dirty with the coolest technology on earth, and being smack in the middle of the action in the industry you get a pretty good view of what the world of technology will look like to the end-user years into the future. But there-in also lies the curse of this job. It takes a really long time from when we do our magic until it works its way through the value chain and the public get to...

GPU Computing, the OpenCL debate and performance measurement

Recently, a lot of airline miles have been flown between my team and ARM partners to engage in conversations about the latest and future uses of GPUs. Mostly, I have been discussing our graphics roadmap which I still can’t tell you about publicly, but I also got a chance to see some of the latest cool demos on our current GPUs. I also got a chance to hear from our partners – about the slew of consumer products that are coming out soon based on our technology, and about the things they are doing with our GPUs. These partners, a fantastic collection of the most important companies in our industry, really are doing it all: printers, PNDs, digital still cameras, digital TV, set-top-box, automotive, mobile computing, and ...

VOME: OpenMAX Compliant Media Framework for Android

The number of Android based devices continues to explode in the smartphone market. As more Android smartphones are introduced into the market the ability to differentiate continues to be a challenge for many mobile device manufactures. This blog articulates how using an OpenMAX compliant Media framework as the foundation for building versatile multimedia applications can enable device manufacturers to differentiate their smart mobile devices.

Mobile multimedia applications and services have become a key area where device manufacturers can innovate and differentiate. Mobile consumers are demanding more video and audio applications and capabilities. In parallel, operators are seeking to increase revenue in new 3G and 4G networks by introducing various video and audio based services. The challenge for device manufacturers is to effectively service the mobile consumer while controlling their costs and delivering innov...

Making the Mali GPU Device Driver open source

Recently we released a major update to the Linux drivers for the Mali-200 and Mali-400 MP GPUs. Like many software projects we time-box our driver development, with two major releases each year. This release (r2p0) contains a bunch of exciting new features including Android support, full SMP support, performance optimizations and some important EGL extensions. We'll talk about some of these in future blog posts, but for today I wanted to tell you about the other big change we made for r2p0: we've started to release parts of the driver stack under an open source license.

People who get excited about software licenses are not necessarily the people you invite to a dinner party for their sparkling conversation and witty repartee. In fact the terms "exciting" and "software license" are used together about as often as the words "glamorous" and "garden shed". Not very often at all. But despite that I'm going to admit that I t...

Why OpenCL will be on Every Smartphone in 2014

What is the killer app for OpenCL? It's a question we get asked all the time. Recently, I figured out the answer. The killer app for OpenCL, and for GPU computing in general, is… are you ready? are you sitting down? It’s graphics.

Open C-What?

Let’s back up a bit. OpenCL, if you hadn’t heard, is the latest API for general-purpose computing on GPUs. That is, it lets you use the graphics chip in your laptop / tablet / cell phone to run all kinds of computations that used to run a CPU – and in many cases, to run them a hundred times faster. OpenCL was created by the Khronos Group from a draft specification contributed by Apple. It ships standard with the latest version of Mac OS X, and implementations are available for Windows and Linux as well. (If it’s new to you, check out our previous posts on the topic.) It’s very cool technology. The question is, why do I, my kids, my mom, and (by the way) about a billion other consumers want this technology? Why is it going to be a mus...

SIGGRAPH 2010 - The People behind the Pixels

Last week the 37th SIGGRAPH conference was held in Los Angeles. It’s the annual gathering of computer graphics professionals from all the disciplines that the field touches. Given the current global economy, it was a smaller show than in the past. I sadly expected that, but was pleasantly surprised that it was a much better show than I had expected.

Colors and meshes – my take on the cerebral part of the conference
I had the luxury of just attending the conference this year (I’ve presented courses in 12 of the last 13 shows, as well as helping to organize several of the conferences along the way), and found myself gravitating to discussions of color theory, shaders, and geometry and meshes.

The first course I attended discussed computing lighting with an eye towards real-time effects for games, and showed that the lighting model we’ve used in ...

Efficient audio processing coming to low cost Microcontrollers!

Audio is increasingly becoming a mandatory feature in every range of consumer appliances seen of late. Audio centric features like voice instructions, compressed music playback provide for an enhanced user interaction. Such features are now expected in every application segment, even in the low cost applications based on microcontrollers without DSPs. The solution for low cost, efficient audio processing lies in the upcoming microcontrollers based on ARM Cortex-M4.

With the arrival of digital audio and the success of compressed music with innovative ways of enabling these functionalities, speech and audio processing has dramatically changed in the last decade. However, in the embedded world, most of such intensive audio processing is typically done on DSP kind of devices, as they can provide both the capability and the level of power required. Those days are now gone, with future microcontrollers being as capable of processing audio as their DSP counterparts.

“With the launch of ARM Cortex-M4 processor, intensive audio processing can be efficiently...

Meeting the Needs of Global Mobile Workforce with the Nirvana Phone

The telecom and IT industries have for decades made much of technology convergence. Convergence of wireless and terrestrial. Convergence of voice and data. And most recently, convergence of mobile and desktop computing.

Mobile-desktop convergence has led to new form factors, like netbooks and now the iPad, offering intriguing hybrids of mostly existing capabilities. So far, it has created new categories of devices, without eliminating laptops and handsets. True convergence would mean fewer gadgets in users’ lives, not simply introducing new ones.

The explosive growth of smartphones and accompanying applications, increasingly deployed on ARM Cortex™ processors, finally promises to deliver convergence. Today’s smartphones, especially handsets built on Android, offer new options for worker productivity beyond voice, texting, and email. But pocket-size smartphones still limit full productivity due to small screens & keyboards.

Earlier th...

GPU computing advance with new OpenCL API

It's an exciting time to be developing ARM Mali GPUs and CPUs at the moment. In my previous blogs I have talked about the fact that GPU computing is a fast-expanding area that is coming to the devices that ARM Partners build and that OpenCL is a big part of that. It also finds applicability beyond GPUs, on CPUs, and one of the most interesting parts of my job is looking at the differences between domain-specific computing and computing that can be done on general-purpose CPUs.

Today, Khronos have announced the latest version of the OpenCL API that ARM and other companies have been working on for a while. The new features that this brings to the API and other details are discussed ...

“The Mali Drive-Thru” – 16th June Automotive Day in Detroit

Automotive applications evolution continues to accelerate driven by consumer demands. The automotive industry is seeing extensive changes in many key interfaces between the driver and the car including the center console, instrument clusters and safety elements. These areas are driving the need for accelerated graphics in the automotive environment by making these systems more user friendly, configurable and customisable.

On Wednesday 16th June, ARM will be holding a Mali Automotive Day in Detroit, at which we will be showcasing how the ARM Mali graphics processor technology can enable such innovation in the Automotive Industry. Together with ARM and its graphics Partners there will be presentations and demonstrations based on middleware technologies using Mali, to bring these visual experiences to life.

Partners presenting and showing at the event are: Altia, Digital Aria, Kishonti, Mentor Graphics, ...

Technology for our Connected Lives at Home Comes to Life at Computex

As this is my first time visiting Computex I was anxious to see how the emerging trends from CES earlier this year have been adapted and regionalized for the local market. At CES we saw a new era of connected devices, great 3D stereoscopic and UI experiences all implemented in energy efficient CE platforms. So what trends will we take from this year’s Computex into CES next year? Read more to get a quick preview…..

Connected TVs are still the trend to follow in the connected home; there are several that come to mind from Google’s latest SmartTV announcement at the GoogeIO event last week to Microsoft’s Mediaroom, Yahoo or Samsung’s Internet@TV.

Microsoft has been in the Smart TV space for a number of years and has strong partnerships with a number of operators, OEMs and content partners across the industry and around the world.

Yahoo!'s...

ARM Webinar: Enabling multiple-segment Android based devices

Are you curious about Android on ARM? Are you interested in learning about the broad applications that Android is deployed (it’s not just mobile)? Then I invite you to join a webinar tomorrow (Tuesday May 25 11 am PDT) on Android and ARM by my colleagues Rod Crawford, principal software engineer and Jim Wallace, director of Home segment marketing. They are both well versed in the current Android trends. I invite you to come ask them a tough question (just don’t tell them I sent you:)

Live Webinar Broadcast Date - Tuesday, 25 May, 2010 11:00 AM PDT/ 2:00 PM EDT/ 7:00 PM BST


The momentum behind Android across a multitude of connected consumer devices continues to grow. The ARM ecosystem Partners have found that the connectivity, application and con...

Is Image Processing the Killer App driving GPUs?

On the desktop, the killer applications have largely come from the High Performance Computing (HPC) community first: scientific analysis, financial predictions, weather forecasting, and structural analysis etc. ...

Compulsive Browser Games: Bringing Mobile Gaming To Life

Ever sat in a boring meeting or at an airport wondering if your crops on Farmville are withering and whether you need to go and harvest them (Farmville: an online farm simulation game available on Facebook) or want to get onto an online Texas Hold’em poker game with your friends. Such social casual games played online, via a web browser, have exploded in the last year. Zynga, the maker of Farmville and other Flash based games have more than 170 million active users today.

Let’s examine when and how these types of compulsive games will be available on your mobile phones.

The trend is shifting from console based games distribution to making games available through a web browser and played inside the browser. This is becoming very successful for a number of reasons: games are easy to launch and don’t need specialised software, other than an internet browser and some plug-ins; the ability to enable the “free to play” model with in-game premium items for purchase, making it easier for publishers to control games as they start to live on the cloud and enabling users quicker access to games without going through standard payment process. Anot...

GPGPU - What is it good for?

Everyone knows that GPUs are wonderful things that enable us to create stunning graphical effects through APIs such as OpenGL ES, but what else can we do with them? My good friend Borgar Ljosland suggested that Augmented Reality could be one of the next Big Things in his blog and while it's fun to argue with Vikings, he could well be right. Let's look into this a bit closer...

It is said that the beginning of wisdom is to call things by their correct names. If so, in the computing industry we are often not very wise… GPGPU (General Purpose Computing on Graphics Processing Units) has always seemed to me to be misnamed, since the computing that works best on GPUs is not really ver...

Connected Home, Connected Life Seminar

On the 26th March ARM brought together a selection of Partners to present a daylong seminar focusing on the key elements affecting products being designed for the Home. This Home Seminar was attended by over 200 attendees from all the major ODM and SOC suppliers. The topics covered included the coming of Internet access and multimedia, the software re-use model, leveraging mobile solutions in non mobile applications, highlighting the Open Source environment and the diverse ARM ecosystem. The presentations were split between ARM and the following Partners covering the complete supply chain from Operator to SOC to Software partners:

Chunghwa Telecom a major Taiwanese ISP, talked about how they expect IPTV to change the whole industry. With Full HD, 3D UI and Fibre networking highlighted as the key tr...

ARM enabling the connected consumer at CCBN 2010

...

Play with me… GPUs and CPUs optimized

People often ask me “so why does everyone get so excited about the touch screen phones?” What they really want to know is what is the secret sauce that’s led to the explosion of sleek keypad less objects which we love to stroke and poke? Well it’s actually pretty simple...It is in our nature as human beings to interact through visual and tactile means.

Here is a simple illustration... A while ago I took up diving and spent many happy hours drifting around in the red sea looking at all the pretty coloured life that abounds in the warm seas off the Sinai peninsula. After I gained a little more experience and confidence it was very interesting to watch newbie’s diving for the first time. One of the rules of diving, particularly around coral reefs is Don’t Touch! Primarily to protect the wild life, but also to protect you from yourself, as some of the prettier things are actually pretty nasty. Even though having been told this the enticement to touch and interact with all these new fabulous weird and wonderful creatures is extremely hard to suppress. They taunt you with their vivid colours, playful dances and energetic displays. It’s this urge to interact in this way that the device manufacturers have tapped into. Using the performance available to them through GPU and CPU technology device manufacturers are enticing us to inte...

CES: Key TV Trends 3D, Ultra Thin, Internet & Convergence Part 2

In my last blog I highlighted the latest TV trends in 3D TVs and Thin TVs. Now I’ll explore the Internet and TVs. Now we’ve been talking about the Internet and TVs for years, but this year most TV companies were showing Internet TV as part of their lineup as well as the software widgets that are making the Internet more attractive for display onto consumers’ TV.

Consumers are looking for easier access to content held on social networking sites, such as YouTube videos from the comfort of their sofa enabling a more family experience. Several TV manufacturers were showing their implantation of the “connected TV” bringing these capabilities to the living room, with many of them showing their support for Yahoo! TV widgets, with a different mix of content sources to choose from:

Samsung: Internet TV showed support for Yahoo! TV widgets, enabling additional information such as news, weather forecast, Samsung application store, Netflix streaming video to be shown on the connected TV. etc.

HiSense: released a Yahoo! TV widgets TV, supporting YouTube, facebook, twitter, RSS, news/music, etc, while announcing its partnership with Yahoo.

LG and Panasonic DTVs also showed their first implementations of Skype video conferencing – expect to see more of this goin...

Develop intuitive 3D user interfaces using Mali UI Engine

I was talking to a customer a few months ago after he received the first validation board of their new Cortex-A9 and Mali-400 based silicon. He needed to develop and port as many applications as he could within a month to meet a demo deadline with their OEM. So he simply asked me “My boss wants me to write a leading edge 3D UI and port it to the board, do you happen to have a compelling example that you can provide me with that will allow me to meet this really short deadline?”. As it happened we actually did have one. We provided him with the Lotion UI demo we had built to demonstrate Mali GPUs capabilities and performance. He ported it within a couple of days and the demo to their OEM was a great success.

We reviewed this support case while going through the planning for the Mali Developer Centre launch. We thought that developers would find the Lotion UI example very helpful, either as a tutorial on how to write a fancy 3D UI leve...

CES: Key TV Trends 3DTV, Ultra Thin, Internet, & Convergence

As a 10 year veteran of CES, it takes some big announcements to excite me, but CES 2010 did just that in the area of TVs. There are some exciting trends that are going to show up soon in our living rooms. In this three-part blog, I’ll discuss what I see as the four key trends from CES in TVs: 3D video HD TVs, ultra thin LED TVs, Internet connectivity and a convergence of devices with lower power consumption.

3D video HDTV:
3D TV was undoubtedly one of the hottest products at CES. Nearly all the top DTV OEMs, such as Samsung (using the high performance low power Cortex-A8 core), LG, Sony, Panasonic, Sharp, HiSense, and Haier displayed their 3D TVs, especially their “Blu-ray” big screen TVs, displaying high quality 3DTV content. In addition, some key silicon vendors including nVidia showed their technologies for 3D high profile video. (Imagine all the 3D eyewear trends for the home; the need for new social protocol;…do you bring your own glasses for movie viewing at friends?)

Issue for me: will there be enough content to support the change of DTVs, STBs, or both?

Panasonic 3D world
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