Tag Archives | GPU

How to select the best PowerVR GPU for your processor

      

In an article published recently I provided an overview of the most common metrics used to measure the relative performance of GPUs. I also covered how these metrics are reflected in some of the most popular graphics benchmarks available to silicon vendors, OEMs and consumers. Today I am going to offer you a quick how-to […]

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Four questions about Moore’s Law, 28nm and the future of IP design

        

A few weeks ago Brian Bailey, the well-known technology editor for EDA at Semiconductor Engineering, kindly asked me to provide some comments in relation to a set of very interesting questions on the fate of Moore’s Law and the adoption of sub-20nm process nodes. You can find a selection of my answers, alongside opinions and […]

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PowerVR GX5300: the world’s smallest GPU for next-generation wearables and IoT

       

The past six months have certainly been an exciting time for the wearable industry. We’ve seen new platform announcements from Ingenic, Ineda and Microchip, the rollout of several smartwatches and smart glasses from worldwide sellers, and the release of the new MIPS M5100 and M5150 CPUs designed for wearables and IoT. More recently, Archos has […]

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Building next generation apps processors for mobile computing

          

A recent study from IC Insights found that in 2013 apps processors for smartphones and tablets accounted for 31% of total microprocessor sales, up from 26% in 2012. Companies competing in the mobile arena are well positioned to become the main driving force behind the fast growth of the overall semiconductor industry. When building chipsets […]

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PowerVR Rogue GPUs now shipping with 64-bit mobile computing platforms

      

This week Imagination has announced general availability of 64-bit drivers for silicon vendors using PowerVR Rogue GPUs. We are the first GPU IP provider to deliver fully implemented 64-bit drivers (kernel and user mode) running on all mainstream 64-bit CPU architectures that can be used in mobile, including ARMv8, Intel 64 Architecture (IA) and MIPS64. […]

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Implementing hybrid ray tracing in a rasterized game engine

         

For the past month, many of you have been asking on social media or in the comments section of our blog for a video recording of our hybrid rendering demo. Since some of our readers have missed our GDC 2014 sessions or didn’t get a chance to drop by and see our PowerVR Ray Tracing […]

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Launching the ray tracing PowerVR Wizard GPUs at GDC 2014: coverage roundup

             

Now that the dust has settled over GDC 2014, we have started collecting and analyzing the coverage from the launch of our ray tracing PowerVR Wizard GPU. The week we’ve spent in San Francisco has been one of the busiest we’ve had in recent history: alongside a full day of PowerVR sessions (including two presentations […]

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PowerVR GR6500: ray tracing is the future… and the future is now

            

If you follow Imagination and what we do, you may have heard about PowerVR Ray Tracing, hybrid rendering and the potential that these technologies have to revolutionize the user experience from mobile and console gaming to virtual and augmented reality. For the better part of the last eight years, we have been busy developing unique […]

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Soft Kitty: An overview of the latest OpenGL ES 3.0 technical demo from Imagination

       

Fur effects have traditionally presented a significant challenge in real time graphics. The latest desktop techniques employ Direct3D 11 tessellation to dynamically create hundreds of thousands of geometric hair follicles or fur strands on the fly. On mobile platforms, developers must make do with a far more restrained performance budget and significantly reduced memory bandwidth. […]

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OpenGL ES 3.1 goes official at GDC 2014

             

PowerVR Rogue GPUs already running demos of the latest mobile API at GDC 2014 Almost two years after revealing their last major revision to the mobile-oriented OpenGL® ES graphics API, the Khronos Group is ready to unveil a brand new upgrade to the specification aimed at bringing a selection of desktop-level yet power efficient features […]

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