Archive | Multimedia

05-Zero-copy transfer between a camera and display

Supported zero-copy flows inside the PowerVR Imaging Framework


In a previous article we described our PowerVR Imaging Framework, a set of extensions to the OpenCL and EGL APIs that enable efficient zero-copy sharing of memory between a PowerVR GPU and other system components such as a CPU, ISP and VDE. Most flows use EGL to facilitate the sharing of objects between multiple client […]

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Vulkan multi-threading

Vulkan: Scaling to multiple threads


We’re halfway through our series of blog posts on Vulkan – hopefully you’ve checked out the other blog posts, or tuned into the webinars, and are following so far! This post I’ll be discussing the importance of scaling to multiple threads, and how Vulkan helps achieve that. CPU bottlenecks – redux Modern CPUs have multiple cores, for a variety of great […]

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GameBench - PowerVR (1)

GameBench offers a new way to test game performance, with a little help from PVRScope


Formerly of Engadget, Forbes and BBC, Sharif Sakr is presently a consultant for XPRIZE and business development director at GameBench. You can follow him on Twitter @shotsheriff. This blog post was inspired by a short but interesting chat with a game developer I met at GameBench’s recent open( London ) event. This developer was in […]

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Debugging OpenCL programs with Oclgrind


James Price is currently completing a PhD degree at the Department of Computer Science, University of Bristol. When developing programs that utilise GPU compute via OpenCL, we can’t use our traditional CPU development tools. This can make debugging complex OpenCL kernels challenging. As part of my PhD, funded by Imagination Technologies, I’ve developed an OpenCL […]

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Vulkan demo screenshot

Vulkan: High efficiency on mobile


Welcome to the second article in our series of blogs on the Vulkan API! This time I’ll be describing why Vulkan is so important for mobile and embedded systems, with a particular focus on efficiency. One of Vulkan’s top aims was to enable a much more efficient API. OpenGL ES required a lot of effort on the part of the […]

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Imagination, TSMC IP platforms - SoC IP (6)

TSMC recognizes Imagination with prestigious Graphics Partner of the Year award


But that’s only part of the story We were delighted that at this year’s TSMC OIP event on September 17th in Santa Clara, Imagination received the prestigious 2015 Graphics Partner of the Year award. The award recognizes the work done by Imagination and TSMC in benchmarking performance and design flows to enable our mutual customers […]

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CISCO NDS-surfaces

Multi-screen displays and the future of television


The future of TV is being challenged. Consumers are already moving away from traditional TV to alternative methods of viewing, so will we really continue to have a large screen in our homes dedicated to the audio-visual experience that today we call television? Leading companies are re-evaluating the role of television in our home and […]

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Imagination TSMC OIP PowerVR award

A look inside the collaboration between TSMC and Imagination


Hello everyone! Welcome to my first blog with Imagination. Going forward I’ll be contributing here by providing snapshots of Imagination’s participation at events around the world, as well as some of the latest developments from the company. Let me start with some really cool news. At the recently concluded Open Innovation Platform® Ecosystem Forum held […]

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Khronos Vulkan Logo

Vulkan: One API for all platforms


This is the first in a series of blog posts that aims to discuss what was revealed at SIGGRAPH about Vulkan in a bit more depth. I won’t be revealing any new information – I’ll leave that to Khronos official announcements! What I will be doing however, is explaining the implications of what has been […]

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Learn more about the Vulkan API from these five webinars


Several months after participating in the successful launch of Vulkan™, we are very excited to announce an upcoming series of talks designed to discuss the API in more detail. Imagination is a promoter member of the Khronos™ Group and a keen supporter of open standards for mobile graphics. We are currently collaborating with our colleagues […]

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