Archive | Multimedia

PVRAPI - PowerVR framework

An overview of the new PowerVR Framework

     

It is 2016, and a new year brings new developments in the field of APIs! In preparation for these, we have created the PowerVR Framework. But what exactly is it? Simply put, the Framework is a cross-platform and cross-API framework which is fully optimised for PowerVR. It supports PowerVR assets and shows you how to […]

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edge-equations

A look at the PowerVR graphics architecture: Deferred rendering

     

In my previous article, I wrote about how our GPU architecture works. It’s a novel architecture which works unlike any other, and we call it a tile-based deferred renderer, or TBDR. The basic premises are simple enough in concept. First, we split the screen up into tiles to make them simpler to process and small […]

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Fantasy Warrior 3D - cocos2d-x

Analyzing and optimizing the Cocos2d-x game engine for PowerVR GPUs

   

This is the first in a short series of posts about our recent collaboration with Chukong Technologies on the Cocos2d-x game engine. In my first article I will offer you a short overview of our analysis and optimization process for Cocos2d-x based graphics demo called Fantasy Warrior 3D. What is Cocos2d-x? Cocos2d-x is a suite […]

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PowerVR Wizard Ray Tracing - Production quality rendering

Unearthing the Holy Grail: real-time ray tracing on PowerVR GR6500 at CES 2016

   

Graphics on mobile devices have seen an incredible evolution in the last decade. Imagination revolutionized the handheld industry in 2001 by launching a family of PowerVR GPUs designed for the very first wave of smartphones. Since then, we’ve set the standard for ultimate performance and energy efficiency with every release of the PowerVR graphics architecture. […]

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PowerVR Series7XT Plus GPU - GPU architecture

PowerVR Series7XT Plus GPUs: where advanced graphics meets computer vision

     

About a month before CES 2015 I wrote an in-depth blog article about our PowerVR Series7XT GPUs, presenting the industry-leading performance efficiency gains made since Series6XT and giving an overview of their desktop-class features. Today I’m very excited to announce GT7200 Plus and GT7400 Plus, two new GPUs that represent the next evolution of our […]

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PowerVR Series7 - Series7XT_USC

Imagination’s smart, efficient approach to mobile compute

             

Imagination designed its PowerVR Tile-Based Deferred Rendering (TBDR) graphics architecture more than 20 years ago with a focus on efficiency across performance, power consumption and system level integration. This approach has equally been applied to our integration of compute functionality in our GPU architecture; PowerVR Rogue is the most recent version of our GPU architecture […]

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PVRTraceGUI

PowerVR Graphics SDK v4.0 and tools are live!

     

At last, the PowerVR Graphics SDK v4.0 is live! Featuring an all-new Framework and a host of improvements to our existing utilities, v4.0 is one of our biggest releases to date. With the arrival of the new Framework, this release aims to help developers transition from OpenGL ES to the new generation of graphics APIs, […]

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Amazon Fire TV - MediaTek MT8137(1)

New devices using PowerVR Series6XT GPUs: MediaTek MT8173 and Renesas R-Car H3

       

One way of looking at the future of consumer electronics is to analyze markets where there is room for disruption. In this article I’d like to focus on two of these markets: home entertainment and automotive – and highlight two examples of how Imagination is working closely with semiconductor vendors, OEMs and other companies in […]

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20-Parallel versus serial execution of a statement in a warp

Measuring GPU compute performance

    

After exploring a quick guide to writing OpenCL kernels for PowerVR Rogue GPUs and analyzing a heterogeneous compute case study focused on image convolution filtering, I am going to spend some time looking at how developers can measure the performance of their OpenCL kernels on PowerVR Rogue GPUs. The performance of scalar code running on […]

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Vulkan API_explicit control

Vulkan: Explicit operation and consistent frame times

    

Welcome to the penultimate post in my series of blog posts on Vulkan, thanks for following so far – one more to go after this one! In this post I’ll be doing some analysis of why and how Vulkan is an explicit API, and what exactly that means. There is a lot of mention of Vulkan being a low-level API, […]

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