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Game Developer Conference 2012 - Mali Cometh...

Now the dust has settled after a hectic week in sunny San Francisco, I thought I should take some time out to update everyone on this hugely successful event for ARM and for ARM® Mali™ technology in particular. The Game Developers Conference, held at the start of March, has come a long way in 24 years, from the first gathering of 25 game developers in a living room, to GDC 2012 where 22,500 industry insiders descended upon the Moscone Convention Center in San Francisco for a week long gathering to discuss ideas and to define the future of the gaming industry. This is now the single biggest gaming conference of its type in the world and features over 400 lectures, panels, tutorials and round-tables covering topics ranging from desktop console and mobile, as well as over 300 exhibitors.

This year there was a definite step up in mobile gaming interest, with not only the Smartphone and Tablet Summit, but a lot of tracks in the main conference covering the bringing of Triple-A content to mobile from the likes of Epic, Guild Software, etc... The...

Mali GPUs Storming into 2012 - With Much More To Come

It’s certainly been an action packed first quarter for ARM and our ARM® Mali™ Ecosystem Partners, and we hope you’ve had a chance to catch up with us at one or more of the recent string of events. If not, there are many more opportunities coming up! Here is a wrap up of the event highlights from our perspective.

Consumer Electronic Show (CES), Las Vegas
We kicked off with the annual wake up from the Christmas holidays at CES in Las Vegas, where ARM Powered® products filled the show floor and members of the ARM team clocked up many miles of walking from hall to hall and from meeting to meeting – a tiring but hugely productive few days. Check out for yourself the wide range of products that were on show by viewing our CES Playlist on the ARMFlix YouTube channel. There is also a range of CES blogs, all wrapped up in Andy Frame’s day 4 ...

SmartTVs Reset: Solving the New Interaction Paradigm

Today, everybody agrees that SmartTVs will revolutionize the way we watch and interact with TV. However, some important challenges remain: like what are the best devices to interact with this new breed of TV, and how broad are the possibilities for apps and games? Are TVs becoming the windows to our digital world of connected devices?

We at SoftKinetic strongly believe that natural interaction with your television will profoundly change the way we interact with this smart device. Similarly to the mass adoption of touchscreens a few years ago for personal devices, gesture recognition is now becoming another critical building block. The performance of ARM Powered® boards, combining ARM Cortex™ processors and ARM Mali™ GPUs is amazing. It’s now possible to run full body tracking and analysis together with high-end apps and games.

As a...

2012: It's all about SmartTV, SmartTV and SmartTV

If you attended CES this year you must have noticed that it was all about Smart TV and even if you didn’t attend you must have heard or read about it everywhere. Yes, the Smart TV has finally arrived.

Quoting the late Steve Jobs in his memorable speech at Stanford University “you can't connect the dots looking forward; you can only connect them looking backwards”, at CES this year it was clear to me how the dots connect to the Smart TV. It all started when TVs went digital. Then the race to HD and 3D pushed the resolutions and highlighted the need to increase the computing capabilities. Bringing Internet connectivity at last year’s CES was a major step but it wasn’t until full application processors made their way into the TV that it has finally become “smart”. This year at CES the Smart TV was everywhere.

So what is making the new application processors so special that the Smart TVs they enable took over the show? Processors made their way into TVs a while back but the main difference with the application processors inside ARM Powered® Smart TVs is that they have the powerful ARM ...

ARM talks Graphics at Multicore Developers Conference

I will be attending the 7th Multicore Developers Conference in San Jose next week as I’m speaking on a panel there at the McEnery Convention Center, chaired by Jon Peddie, entitled “How Many Cores Does it Take to Reach the Singularity?”

Attached Image


The ARM Mali-400 MP was the world’s first embedded multicore GPU, and ARM has been designing multicore CPUs for over a decade now, so it is natural that we be there to talk about our experiences and to discuss future technical directions. Currently, with the ...

嵌入式图形处理器中的内存管理

我们最近推出的世界级嵌入式图形处理器 ARM®Mali™-T604 GPU ,该处理器拥有出色的内存带宽、令人惊叹的像素填充率以及Gigaflops的可编程着色处理能力。

我们需要让该图形处理器发挥强大的数据处理性能,鉴于它的大部分数据都来自内存,我们花了很多时间和精力来设计它的内存管理单元(MMU)。我将为您介绍它的主要功能,并说明为什么合理设计的MMU是如此重要。

统一内存共享
在大多数嵌入式图形系统所使用的统一内存架构中,内存由CPUGPU共享,并充当...

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. ...

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...

用GPU进行渲染?让Android设备也拥有华丽流畅的用户体验

随着苹果公司的系列产品在市场上的推出,众多电子设备厂商发现,移动设备越变越智能,交互界面越来越人性化。电子设备不光要有硬件,同时需要有强大的软件。这对于移动设备的图形处理能力提出了新的需求。最新的硬件在CPUGPU的配置上,开始逐步满足移动设备的需求,但是在软件上还没有一个成熟的解决方案。用户对于人性化,图形化,智能化的界面要求尤其强烈。成立于1998年的深圳盖亚信息技术有限公司抓住了这一市场契机,专注于提供基于嵌入式硬件底层的图形引擎与界面解决方案,游戏开发工具链,向硬件制造商提供完整的Android图形解决方案。

GPU渲染技术:立足市场需求,专注用户体验

面对Androi...

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 ...

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...

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...

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 ...

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 ...

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...

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 ...

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, ...

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...

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...
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