PowerVR Graphics

Understanding PowerVR Series5XT: PVRTC, PVRTC2 and texture compression
This post was written by Kristof Beets on June 19th, 2013
‘Understanding PowerVR’ is an on-going, multi-part series of blog posts from Kristof Beets, Imagination’s Senior Business Development Manager for PowerVR. These articles not only focus on the features that make PowerVR GPUs great, but also provide a detailed look at graphics hardware architectures and software ecosystems in mobile markets. If you’ve missed any of the [...]
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COMPUTEX 2013 in review: Connected home solutions and a new wave of PowerVR and MIPS-based devices
This post was written by Alexandru Voica on June 18th, 2013
COMPUTEX has now become the largest computer exhibition in Asia and among the largest in the world. Each year, key global businesses come to this event to launch new products, and COMPUTEX 2013 was no exception. This year companies such as Acer, Asus, MSI, Samsung and ZTE revealed what the future will bring for personal [...]
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Running Renderscript efficiently with PowerVR GPUs on Android
This post was written by Alexandru Voica on June 12th, 2013
Renderscript is a high performance compute API implemented in Android 4.2 (JELLY_BEAN_MR1), Google’s popular operating system for mobile and embedded devices. It allows developers to run a subset of C99 code across all available processor cores such as CPUs, GPUs or DSPs. Renderscript is particularly useful for applications that require parallel operations typically seen in [...]
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Understanding PowerVR Series5XT: Multithreading, multitasking ALUs, the MicroKernel and core scalability
This post was written by Kristof Beets on June 10th, 2013
‘Understanding PowerVR’ is an on-going, multi-part series of blog posts from Kristof Beets, Imagination’s Senior Business Development Manager for PowerVR. These articles not only focus on the features that make PowerVR GPUs great, but also provide a detailed look at graphics hardware architectures and software ecosystems in mobile markets. If you’ve missed any of the [...]
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Understanding PowerVR Series5XT: PowerVR, TBDR and architecture efficiency
This post was written by Kristof Beets on June 6th, 2013
‘Understanding PowerVR’ is an on-going, multi-part series of blog posts from Kristof Beets, Imagination’s Senior Business Development Manager for PowerVR. These articles not only focus on the features that make PowerVR GPUs great, but also provide a detailed look at graphics hardware architectures and software ecosystems in mobile markets. If you’ve missed any of the [...]
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LG CINEMA 3D smart TVs with PowerVR Series6 graphics start shipping
This post was written by Alexandru Voica on June 4th, 2013
After unveiling the new LG CINEMA 3D Smart TV line-up at CES 2013 in Las Vegas, the Korea-based company has now started to ship their range of Ultra and Full HD resolution smart TVs in various markets, including Western Europe, Korea and North America, with more soon to follow. LG smart TVs deliver ultra-high performance [...]
Understanding PowerVR Series5XT: PowerVR and GPU compute
This post was written by Kristof Beets on May 27th, 2013
‘Understanding PowerVR’ is an on-going, multi-part series of blog posts from Kristof Beets, Imagination’s Senior Business Development Manager for PowerVR. These articles not only focus on the features that make PowerVR GPUs great, but also provide a detailed look at graphics hardware architectures and software ecosystems in mobile markets. If you’ve missed any of the [...]
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Why GPUs don’t like to share – a guide to improve your renderer on PowerVR-based platforms
This post was written by Joe Davis on May 23rd, 2013
Most modern GPUs don’t like to share data they own – daring to poke the bear will invariably incur a cost. This includes the PowerVR Tile Based Deferred Rendering (TBDR) architecture, which keeps a number of frames in-flight so that vertex, fragment and GPU compute tasks can be dynamically scheduled for execution. For an application [...]
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Understanding PowerVR Series5XT: PowerVR GPUs and graphics API standards adoption
This post was written by Kristof Beets on May 22nd, 2013
‘Understanding PowerVR Series5XT’ is an on-going, multi-part series of blog posts from Kristof Beets, Imagination’s Senior Business Development Manager for PowerVR. These articles not only focus on the features that make PowerVR Series5XT GPUs great but also provide a detailed look at graphics hardware architectures and software ecosystems in mobile markets. If you’ve missed any [...]
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Architectures and ISAs: what really matters in mobile processing
This post was written by Mark Throndson on May 21st, 2013
I’ve recently returned from the Linley Tech Mobile Conference, an exciting event held yearly in Silicon Valley that features a two day, single track marathon of technical presentations related to mobile processing from a range of companies such as Synopsys, Intel, GLOBALFOUNDRIES, Qualcomm (all part of Imagination’s growing ecosystem, might I add) and many others. [...]
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