Ray traced soft shadows in real time (3)

Ray traced soft shadows in real time in Spellwrath

   

Michael Kissner is an indie game developer. With a past in mathematical physics, he has always been interested in the physical aspects of light. His passion lies with computer graphics and the hope to one day fully simulate all aspects of light in real-time. Computer games have been a natural by-product and for his current […]

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PowerVR at GDC 2016 - Vulkan, OpenGL ES and ray tracing (7)

Imagination announces Vulkan SDK for PowerVR Rogue GPUs

    

Following over a year of intense work by leading hardware, game engine, and platform vendors brought together by the Khronos™ Group, v1.0 of the Vulkan™ graphics and compute API is now available. This new API has been designed for portability across multiple platforms, including desktop and mobile GPU architectures. With an unprecedented number of related […]

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PowerVR at GDC 2016 - Vulkan and Ray Tracing (7)

PowerVR at GDC 2016: ray tracing and high-end graphics on mobile

       

At GDC 2016, PowerVR continues to set the bar for high-end graphics in mobile thanks to the efficiency of the Rogue architecture. Here’s a preview of what we’re demonstrating, in pictures. Real-time ray tracing on mobile and console The first demonstration at the event comes from the PowerVR Ray Tracing team. For those who are […]

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PowerVR Ray Tracing - Hybrid rendering in Unity 5 (1)

Go from zero to hero in one day with Unity 5 plus hybrid rendering

   

The focus of this posting is to show Unity artists how easy it can be to add true reflections and shadows to their content using our hybrid rendering techniques. The PowerVR OverDrive game runs live, rendering with a PowerVR ray tracing GPU installed in a Linux-powered computer. Using an Xbox 360 controller, you drive around […]

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Dwarf hall render targets

Dwarf Hall: physically based rendering on a PowerVR GPU

    

Physically based rendering (PBR) is becoming more prevalent on mobile class GPUs. In this blog post I will give a quick overview of what PBR is, what the advantages and disadvantages of using it are, and some tips on how to use PBR and deferred rendering when running on a PowerVR GPU. I’ll also show […]

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Advanced performance analysis on Fantasy Warrior 3D using PVRTune (1)

Advanced performance analysis on Fantasy Warrior 3D using PVRTune

    

In my last blog post, I explained how the timing data and high-level counters in our PVRTune GPU performance recording tool enabled us to identify that the Fantasy Warrior 3D demo was CPU limited when running on our PowerVR-based target device. In this article, we will describe some of the advanced profiling counters provided by […]

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Vulkan demo screenshot showing multi pass

Tiling positive or how Vulkan maps to PowerVR GPUs

    

Welcome to the last blog post in the series! You might notice that it’s a bit late – this has been sitting mostly complete on my account for months, but with the Vulkan release taking up a lot of my time, I’m afraid it got neglected! Well, finally we’ll be looking at why Vulkan is a better fit to hardware than previous […]

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Ensigma Whisper RPU for 6LoWPAN, Thread and Bluetooth Low Energy (2)

Ensigma Whisper RPUs and IoT applications

    

In a previous post my colleague Kevin McDermott laid out the processing requirements for IoT devices. He also touched upon the data rate requirements for IoT. Today I’d like to talk about our Ensigma Whisper RPU architecture, a hardware connectivity engine optimally designed for IoT applications. The Whisper family offers a unique and comprehensive range […]

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Tavolga_Terminal_TP-T22BT_KM

T-Platforms introduces MIPS-based Tavolga Terminal computer for Linux users

     

Russian company T-Platforms has announced a new desktop PC called the Tavolga Terminal TB-T22BT powered by the MIPS-based Baikal-T1 processor from Baikal Electronics. The new system can be configured as a fully functional workstation or a thin-client terminal and runs the latest version of the Debian 8 operating system – one of the most popular […]

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Basemark PAT - devices

Optimizing applications for power consumption using Basemark PAT

     

Teemu Virolainen is a senior software engineer at Basemark, a company that develops industry-leading system performance and power consumption analysis tools that are used by leading semiconductor and OEM companies around the world such as AMD, Imagination Technologies, Intel, NVIDIA, Renesas and Qualcomm. Its world-renowned product portfolio includes Basemark Metal, Basemark ES, Basemark X, Basemark […]

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