07-Example NDRange in 2 dimensions comprising 512 work-items

A quick guide to writing OpenCL kernels for PowerVR Rogue GPUs


This article and a follow-up to be published next month introduce OpenCL programming for the PowerVR Rogue architecture. Firstly, I’d like to give you an overview of OpenCL programming fundamentals using a basic program, followed by an explanation of OpenCL execution on Rogue GPUs. This provides the background to understand the programming guidelines for the […]

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Imagination Technologies - IoT Internet of Things

What is the Internet of Things?


The Internet of Things (IoT) is an emerging market trend impacting semiconductor devices, system OEMs, cloud service providers, and internet infrastructure companies. The trade press, accompanied by the types of companies mentioned above, has spilled a lot of ink on the subject, but this is typical in an emerging market with evolving requirements. For the […]

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Vulkan demo screenshot showing multi pass

Gnomes per second in Vulkan and OpenGL ES


It’s been a while since we first showed off our Vulkan* driver for PowerVR Rogue GPUs. Since then, our PowerVR driver and graphics demo teams have been working hard to synchronize with the spec as it evolves towards its final form. Today we are excited to show you a new demo we have been working […]

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Introduction to Mobile Graphics Workshop


For the first time, Imagination Technologies is pleased to present two one-day mobile graphics workshops for our “Introduction to Mobile Graphics” university module. Get hands-on with PowerVR mobile graphics! These workshops are aimed at educators – specifically those working at universities teaching game development or computer science. The workshops present a course intended to introduce […]

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01-SoC architecture

A primer on mobile systems used for heterogeneous computing


In the mobile and embedded market, the design constraints of electronic products can sometimes be seen as tight and contradictory: the market demands higher performance yet lower power consumption, reductions in cost but shorter time-to-market. These constraints have created a trend for more specialized hardware designs that fit a particular application; if each task is […]

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GPU compute_memory hierarchy in OpenCL

The complete glossary to heterogeneous compute


For the last decade, Imagination has been at the forefront of heterogeneous compute, becoming a founding member of the HSA Foundation and a contributor to many open heterogeneous computing standards available today, including OpenCL, OpenGL ES and Vulkan. Our MIPS processors, PowerVR multimedia and Ensigma connectivity technologies have been integrated in many mobile and embedded […]

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JAXA Hayabusa-2

Back to the future: 64-bit MIPS CPU explores the origins of the solar system


A few months back I reported on the MIPS-based Mongoose-V chip guiding the New Horizons probe in its quest to reach Pluto. The story captured the headlines of many publications and generated many questions about the MIPS architecture (more on this in a separate article). Today I’d like to focus on another important space mission […]

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Multiple secure VMs provide separate security domains for different applications

New security technologies for connected embedded devices


Virtualization, security and trusted execution environments are all trending topics in the new age of ubiquitous connectivity. However, there is a lot of confusion over how these technologies work together and their role in the overall mobile and embedded computing ecosystem. Luckily, Mike Borza, CTO of the Synopsys-owned Elliptic Technologies has published an extremely insightful whitepaper […]

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PowerVR Ray Tracing - rendering pipeline-3f

A game of shadows: ray traced shadows vs. cascaded shadow maps


In an article published earlier this week, I described how developers can implement fast, ray traced soft shadows in a game engine running on our PowerVR Wizard architecture. Today I’d like to present some very exciting results which demonstrate how ray tracing delivers significant reductions in memory bandwidth and power consumption over traditional rasterized methods […]

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PowerVR Ray Tracing - ray traced shadows

Implementing fast, ray traced soft shadows in a game engine


About a year ago I published an article on Gamasutra called Practical techniques for ray tracing in games which explained how developers can implement a series of hybrid rendering techniques on PowerVR GR6500 (our ray tracing-capable GPU) to achieve some pretty impressive effects. Even though the target applications for ray tracing are extremely varied, this […]

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