Different approaches to compute APIs: Renderscript and Filterscript from Google

           

Compute APIs are a new evolution in the mobile and embedded market space, and are subject to quite a range of different conceptual approaches compared to the evolution of 3D graphics API. The mobile-optimised OpenGL ES API for 3D graphics evolved from a market-tested and well-proven OpenGL API for desktop PCs; this allowed a rapid […]

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Instagram-like computational photography with PowerVR SGX GPUs

         

Mobile phones have been visually-oriented devices since the appearance of the first camera phones, and today user-produced content has been a driving force behind everything from network utilisation to app creation. However, developers have recently begun to use sophisticated manipulation of the image data to create a wide range of new user experiences, from intelligent […]

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Samsung Exynos 5410-based platforms come packed with developer goodies

         

Two months ago we were excited to reveal that the Samsung Exynos 5410 processor utilizes our PowerVR SGX544 GPU. One recent example is the latest Android device from Meizu, the MX3, which was launched at the Beijing National Aquatics Center a few days ago. During the event, Meizu focused on the processing capabilities of its […]

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Mobile GPU computing: Buzz and marketing hype versus reality

         

Mobile GPU computing, just like any other technology domain, is subject to buzz and hype words. When marketing teams get a bit overexcited, it is easy to assume that something is a lot more important than it really is. I believe that a couple of areas require some comments, including: coherency, heterogeneous compute and, again, […]

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The future is wireless: Introducing Caskeid®, stream synchronisation IP

        

It’s a trend happening everywhere today: devices are going wireless and connecting to the Internet.  And not just the ubiquitous smartphones, tablets and the smart TV either; add to this a growing list of consumer electronics products: refrigerators, ovens, games consoles, central heating systems, weather stations, radios and home stereo systems. Indeed the simple home […]

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PowerVR ‘Rogue’: Designing an optimal architecture for graphics and GPU compute

         

When designing our PowerVR ‘Rogue’ architecture, all components were reworked and optimised for efficiency (more on this in a future article). Part of that effort came from a deeper consideration of the GPU compute angle. Therefore, in this article, I will focus on just two highlighted key features of the PowerVR Series6 GPU design that […]

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PowerVR, the mobile GPU architecture for compute

          

As discussed in my previous blog posts and articles, Imagination’s engineering force is dedicated to efficiency. The PowerVR ‘Rogue’ architecture is our first architecture designed for compute. Of course, efficiency and common sense were liberally applied to the design process of this functionality. This approach helps us to deliver solutions that match true market requirements, […]

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Valens chooses MIPS for their next generation HDBaseT products

    

MIPS CPUs have a long track record of success and proven design wins in home entertainment and networking systems. For the past two decades, our licensees have been using both the MIPS32 and MIPS64 architectures to create innovative networking infrastructure and consumer electronics products that continue to enhance the way we enjoy digital content. Thanks […]

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Mobile GPU compute must be practical GPU compute

        

By definition, mobile application scenarios must be power efficient. The reason for this is simple: they run from a battery. The target is to allow a consumer to enjoy the full functionality of a device for as long as possible from a single charge. This means that any usage scenario must be practical and useful, […]

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