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ARM Community: Multimedia - ARM Community

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Low-Energy Application Parallelism

Cool Compute – Is Now the Time to Harness Mobile GPU Compute?
Modern mobile GPU architectures, such as ARM®’s, endorse parallelism as the route to deliver the performance and power efficiency essential to push the growing number of pixels required to put compelling applications on our screens. But can all this power efficient GPU performance be harnessed by developers of non-graphics applications?

Today’s graphic cores can already deliver in excess of 60 GFLOPS of compute and it is claimed that their increasing GFLOPS/watt will exceed Moore's law. With all this theoretical performance on offer it is only natural to want to tap into it to develop the next cool application, but is it easier said than done?

Performance from Parallelism is Notoriously Difficult

Extracting performance from parallel architectures is notoriously difficult in all but the most obvious of cases – a fast and fancy Mandelbrot has never been much of a proof statement for me! And using existing APIs like OpenGL® to implement compute algorithms can often be, to put it kindly, not intuitive for the non-graphics programmer. However, the results can be compelling when the algorithms and APIs fit. We only have to look at the desktop GPGPU landscape to see wh...

What is the Future of Mobile Gaming? GDC Panel Summary

Last week’s GDC 2013 was the fullest and busiest I have seen it in the many years ARM has been at the show. The sessions and expo were buzzing, and the panel we took part in - The Future of Mobile Gaming - was completely full. The panel session brought together a selection of key gaming industry influencers to talk about their opinions on the future of mobile gaming. With over 250 attendees this full capacity session brought together Baudouin Corman (Gameloft), David Helgason (Unity), Dr Chris Doran (Geomerics), Niccolo De Masi (Glu), Jasper Smith (PlayJam), Michael Ludden (Samsung Developers) and Nizar Romdhane (ARM).

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A panel of this size and calibre brought to the GDC audience offered the chance for the game developer community to quiz these influencers on what’s next in gaming.

The panel got off to a fine start with a debate on the importance of AAA gaming in the mobile space. This brought out a range of opinions from AAA being the main path for mobile and the mobile exper...

Mali Developer Tools, Augmented Reality, Lighting, SDKs & More at GDC

The annual Game Developers Conference (GDC), which took place last week in San Francisco, is always an exciting event for the ARM Mali team. This year the ARM booth was buzzing with activity – we had a multiplayer gaming challenge (winners received Nexus 10’s!), a wall of Mali demos, technical presentations on the booth from ARM engineers and our Partners, and demonstrations of our Partners’ latest products running on Mali-based devices.

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Multiplayer Gaming Sports Car Challenge & Mali Demo Wall


Here is a wrap-up of what I managed to capture:

ARM TOOLS

To get an update on tools and resources available to Mali developers, I spoke with Anand Patel, the product manager of Mali Tools at ARM. The videos below cover:

ARM Develop...

New Developer Resources for GDC 2013

The time of the year is upon us where an army from the ARM graphics ecosystem team descend upon yet another GDC (Game Developers Conference). This year we have significantly upped our presence at the event and the emphasis has been placed on getting the right resources to the developers.

We have a number of main conference sessions and for the first time we will also be hosting key gaming partners along with our developer education team to run talks on the ARM booth (More info on booth and partner activity at GDC 2013).

Last year at SIGGRAPH we were first to get OpenGL ES 3.0 development tools in the hands of developers in the form of the OpenGL ES 3.0 Emulator, OpenGL ES 3.0 SDK and the ...

Mali GPUs at GDC 2013

The Game Developers Conference is now a week away and dawning bright and clear on ARM's horizon. The largest and most professional event in the games industry calendar, this conference gets bigger and better year on year and 2013 is set to be no different, especially for ARM and its partners. By providing a comprehensive forum for gaming developers to showcase the industry's most recent and relevant tools, platforms and services the event propels innovation within the industry and defines the future of gaming.

Where else would the ARM Multimedia Team rather be?

"The Future of Mobile Gaming", an ARM-sponsored panel discussion, will undoubtedly be one of the highlights of the show. Featuring Baudouin Corman (VP Publishing Americas, Gameloft), David Helgason (CEO, Unity), Dr Chris Doran (Founder & COO, Geomerics), Niccolo De Masi (CEO, Glu), Jasper Smith (CEO, PlayJam) and Nizar Romdhane (Director of Ecosystem, ARM), this hour-long, audience-participative debate will place technology in the context of design and business, covering critical questions such as how the rapid increase in popularity of mobile de...

The Mali Ecosystem makes GPU Computing a reality!

I have just attended the Mobile World Congress in Barcelona, and for another year survived an intense week of tapas, paella and customer meetings overindulgence. I was overwhelmed by all the positive feedback received from ARM partners and booth visitors on the great progress and industry leadership position of ARM Mali™ GPU Computing technologies. This is not surprising, we worked very hard to get here, but what makes this special is seeing all the great work from our partners and collaborations starting to flourish.

Fast and continued progress
Little over a year ago I wrote with enthusiasm about how the Mali-T600 series of GPUs is uniquely placed to accelerate GPU Comput...

Mali GPUs at MWC: Market Leading Graphics and GPU Compute

At Mobile World Congress last week, the ARM® Mali™ team showed a selection of mobile features accelerated by GPU Compute functionality. There has been a lot of discussion round GPU Compute and last week ARM focused on showing the tangible benefits that GPU Compute can bring to real devices.

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First part of turning GPU Compute into a reality is having real products. One of the first mobile devices able to showcase GPU Compute is the Google Nexus 10. This is the first device available that supports Google’s Renderscript GPU Compute. Renderscript is Google’s implementation of GPU Compute and is supported in Android. According to Google, Renderscript provides a platform-independent computation engine that operates at the native level. So it can be used to accelerate apps that require higher computational requirements. Google have a series of interesting blogs (...

CES: Technologies becoming a reality

CES was a great show for ARM, there were plenty of ARM powered smartphones, families of Mali™ GPU enabled Android tablets, from entry level brands to the latest Google Nexus 10 with 2.5K displays, and larger than ever Mali GPU enabled 4K smartTVs.

We had a record number of meetings with Ecosystem partners, Operators, SIPs and OEMs. There was a great deal of interest around Renderscript and OpenCL, and in particular the fact that ARM was the only IP provider to offer a full profile 64- bit GPU compute platform today. OpenGL ES 3.0 features were also a major hit with our partners.

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Samsung’s latest ARM Cortex and Mali GPU based DTVs


Mali GPUs bring the graphics experience to over 50% of the Android based tablets and more than 70% of the smart DTVs. Samsung showcased their latest DTVs and the revolutionary evolution upgrade kits and LG introduced their latest Google TV. Additionally, there were a larg...

A Sweet New Market with ARM Graphics at the Core

In November 2011, the world did not know that it would be possible to pack a 1080p capable GPU, a 1.2 GHz CPU, Wi-Fi and Bluetooth into a USB stick sized device until FXI Technologies demonstrated the Cotton Candy™ any screen micro computer in fabulous New York. Something happened when we did that. First of all, it showcased the possibilities enabled by the ARM ecosystem. FXI was a small, but dedicated team in Norway and South Korea that had pulled out something new and sweet (some would say fluffy) from the magic hat of innovation. Second, it showed the world that high-end ARM SoCs are not confined to smart phones and tablets and mobile devices, but can drive any screen and any potential application. There is an ongoing string of innovation validating this point since, most recently with the announcement of the ARM-powered Samsung Chromebook.

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The rec...

1st Mali-T604 based device comes to market - Google Chromebook from Samsung

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At the end of last week Google launched its latest Chromebook from Samsung. So what is different about this Chromebook? First off it is now ARM Powered, by the Samsung Exynos 5 Dual processor, bringing together the performance of the dual core ARM CortexTM-A15 with the graphics impact of the quad ARM MaliTM-T604. This is the first device coming to the market with the latest CPU and GPU technologies from ARM. The pairing of Cortex-A class and Mali GPUs has become the leading combination in a wide range of devices including the Samsung Galaxy SIII, LG SmartTV and a wide variety of Android tablets, with over 200 end d...

ARM Mali Graphics, GPU Computing and reflections from shows

I’ve just about had a chance to recover from ARM’s recent triumphs, including at SIGGRAPH 2012: we were the first GPU IP vendor to gain OpenCL Full Profile conformance, we launched Mali-T624/Mali-T628/Mali-T678, we had ASTC adopted as a Khronos-approved extension, we helped launch OpenGL ES 3.0 and we showed off details of Trans...

How low can you go? Building low-power, low-bandwidth ARM Mali GPUs

I’m just back from SIGGRAPH 2012, the world’s biggest computer graphics conference, and (as every year) still breathing hard from the excitement of seeing the latest in graphics research. This year was triply exciting for me; in addition to soaking up the new work, I had the privilege (in my role as OpenGL ES committee chair) of announcing the release of the new OpenGL ES 3.0 specification and the Khronos-standard version of our ASTC compression technology, and I gave a talk at SIGGRAPH Mobile about power and bandwidth in mobile GPUs. In this blog I’ll go over the key points of the SIGGRAPH mobile...

ARM Welcomes OpenGL ES 3.0 (Halti)

Today at SIGGRAPH, Khronos announced the latest incarnation of graphics API targeted at embedded and mobile development – OpenGL ES 3.0. The new API brings many features that are present in the latest desktop and console APIs such as OpenGL 3.3 and 4 to the vast mobile gaming arena. Some of these exciting features that will be at your disposal include enhanced texturing support, high quality ETC2 / EAC texture compression, full support for integer and 32-bit floating point operations in shaders, occlusion queries, transform feedback, support for multiple render targets and much more. All of these enhancements to the rendering pipeline will accelerate and greatly enhance the visual experience of your content.

The Mali-T600 series of GPUs was designed from the ground up to fully support OpenGL ES 3.0[1]; we will begin to see consumer devices based on this family emerge later this year. ...

Future of DTV - Fast, Everywhere, Dynamic

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London Olympics 2012

The unprecedented pace of change in the Digital TV (DTV) space is set to continue with resolutions increasing as viewing becomes more realistic, this in conjunction with the change in the viewing habits away from set viewing times to viewing whenever and wherever you are, are changing the face of DTVs going forward. This blog looks at some of the key trends in the DTV space over the next few years that will transform the way we use and interact with the largest screen in our homes.

Resolutions: will continue to increase with High Efficiency Video Coding (HEVC) and 4k2k adoption - 1080p broadcast based on HEVC is bringing higher quality video to 4k2k screens - 4k2k is expected to be the main creator of demand for next generation DTV. The resolutions cannot be fully experienced without matching content resolutions, enabling the viewer to fully benefit from the increased screen resolution. 4k2k is expected to show similar resolutions to those obtained with 35mm films - movie studios are already moving towards being able to provide 4k2k content. The first 4k2k content is expected to be delivered via Blu ray, game consoles and personal video camcorder/DSLR. The broadcast version...

ARM Mali Graphics and SIGGRAPH 2012

It’s summer, and that means it’s time for the annual SIGGRAPH conference. This year, the community is gathering in downtown Los Angeles. In addition to the events that make a SIGGRAPH conference, there’s a new program starting this year – SIGGRAPH Mobile, and ARM’s showing big at it! SIGGRAPH Mobile is a slightly different version of SIGGRAPH Asia’s Symposium on Apps that debuted at SIGGRAPH Asia in Hong Kong last winter.

SIGGRAPH Mobile opens on Wednesday, August 8th, at the inhumane hour of 9 AM, where I’ll be participating on a panel of other embedded GPU hardware and software architects. I can’t say it’ll be too contentious, as most members of the panel are friends of mine, but we’ll be sure to make it interesting.

Immediately after the panel, Tom Olson, ARM’s Director of Graphics Rese...

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 ...

Lighting on mobile - something to keep your eye on

The quality of graphics on mobile is rapidly closing in on that seen on consoles. This is a surprising feat when you consider that there are two orders of magnitude difference in power consumption between them! This is due in part to mobile graphics not merely imitating console graphics, but rethinking old problems in new ways. All real time graphics are concerned with power efficiency, but it is in mobile, where power is at the greatest premium, that we are seeing the most power efficient ways to achieve the same high quality. Mobile graphics is a battleground with a lot of bleeding edges.

At Geomerics we have been keeping a close eye on these developments, and decided last year that the time was right to support mobile devices in our flagship graphics technology, Enlighten. Geomerics delivers cutting-edge graphics technology to customers in the games and entertainment industries. Enlighten is our suite of real time lighting technologies for top-end games d...

Allwinner Technology and ARM working together to get to market quicker

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The dynamics of the mobile device industry can be seen in the rise of tablets and in particular the growth in Android based tablets. This new form factor has grown to an expected 100M shipping volume in 2012 with this being projected to exceed 200M by 2016 – when Android tablet shipments is expected to be over 50% (Source: IDC). This new form factor and pace of change have opened up opportunities for new companies to offer specific System on Chip (SoC) businesses a chance to address this market. Allwinner Technology Co., Ltd.is one of these. Over the last 12 months Allwinner Technology has become one of the major China Android tablet SoC chip vendors, with many of the Android tablet OEM system makers adopting our chip and system solu...

"The GPU king is doing well, long live Mali-450 MP"

Almost a year ago, I had the pleasure of covering Samsung Galaxy SII and the graphics processor that has set the highest benchmark score amongst all smartphones. With over 48 million devices shipped in 2011, Mali has settled in the top positions on the GLBenchmark website. This week we have unveiled MaliTM-450 MP, a new graphics core that doubles the performance of the award winning Mali-400 MP.

Recently all eyes were on ...

ARM announces founding of Heterogeneous System Architecture Foundation

I blogged before that I was going to speak at the AMD Fusion Developer Summit. Yesterday in Bellevue I announced that ARM was joining the Heterogeneous System Architecture (HSA) Foundation as a founder member. There's also a video of me here. The HSA Foundation is an independent, non-profit consortium, and is open to any and all computing industry professionals with an interest in driving the next era in computing performance and energy efficiency. The purpose of the HSA Foundation is to drive the standardization of GPU programming and promote the published HSA specifications to help developers code easily and cost effectively.

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ARM continues to drive industry with its vision of heterogeneous computing

ARM has worked closely with AMD since early 2011 helping define the HSA specifications and the formation of the Foundation. We brought our technical expertise in software, ...

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 ...

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&...

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...

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 ...

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 ...

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....

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...

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...

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.

...

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 ...

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 ...

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 ...

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...

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...

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...

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...

互联家庭,互联生活研讨会

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3 月 26 日,ARM 将精英合作伙伴汇聚一堂,召开了为期一天的研讨会,着重讨论影响家用设计产品的关键要素。来自所有主要 ODM 和 SOC 供应商的 200 多名与会者参加了本次家用产品研讨会 (Home Seminar)。本次研讨会涉及的主题包括:互联网访问和多媒体时代的来临、软件 重用模型、在非移动应用中利用移动解决方案、强调开源环境和多种 ARM 生态系统。演示划分为 ARM 和以下合作伙伴两大部分,内容涵盖从运营商到 SOC 及...

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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