Archive | PowerVR Graphics

Intro1ClearApi

PowerVR Framework: Getting started with the PVRApi Vulkan and OpenGL ES abstraction

    

In this blog series we’re going to explain how to create cross-platform, cross-API graphics applications using the PowerVR Framework – all from one set of source code files! The series will be split into the following parts: PowerVR Framework: Getting started with the PVRApi Vulkan and OpenGL ES abstraction PowerVR Framework: Writing portable Vulkan and […]

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Optimising OpenGL ES for mobile VR  - motion to photon latency

Presence in virtual reality and how PowerVR GPUs can help

    

When it was introduced at Google I/O 2014, the Cardboard headset was a great way to deliver a bite sized VR experience on iOS or Android mobile phones. At this year’s I/O conference, Google announced Daydream – a platform for high performance mobile VR built on top of Android N with optimizations called Android VR […]

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Reducing latency in mobile VR with single buffered strip rendering

Reducing latency in mobile VR by using single buffered strip rendering

     

VR requires the support of many components in modern phones. This starts with the sensor for recording the motion of the head, the CPU driving the VR application (and everything else in the background), the GPU doing the work for the VR application and the calculations for creating the VR corrected image, to the display […]

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Embedded Vision Summit - PowerVR GPUs running CNN demo

Deep learning on mobile devices at the Embedded Vision Summit 2016

     

It was clear last week at the annual Embedded Vision Summit in Santa Clara that the time of computer vision and deep learning on mobile had finally arrived. Interest in the area is growing noticeably – the Summit program expanded from one to two days this year, there were an impressive number of attendees, and […]

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ELVEES_groups2

ELVEES goes full purple: MIPS, PowerVR and Ensigma united in one vision chip

       

UPDATE: ELVEES’ new ELISE SoC targeting ADAS, smart devices, IoT, augmented reality and other computer vision applications has been announced in a press release earlier this week. You can read more about the partnership between Imagination and ELVEES on our website. If you follow this blog closely (and I hope you do), you may have […]

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VR-Headsets

The knowns and unknowns of virtual reality

   

There are many phrases and concepts that have entered our subconscious via pop culture. One of my all-time favorites has to be the idea of knowns and unknowns commonly used inside NASA to outline the degree of uncertainty in safety-critical missions. Known unknowns result from phenomena which are recognized, but poorly understood. On the other […]

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Identifying GPU bottlenecks using PVRTrace in Fantasy Warrior 3D (7)

Identifying GPU bottlenecks using PVRTrace in Fantasy Warrior 3D

   

In my previous post, we explained how to use the advanced features of PVRTune to find the specific causes of performance bottlenecks in the Fantasy Warrior 3D game built using the Cocos2d-x game engine. In this post we will demonstrate how developers can use PVRTrace to locate GPU-related issues in this Cocos2d-x based game. We […]

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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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