Tag Archives | graphics

edge-equations

A look at the PowerVR graphics architecture: Deferred rendering

     

In my previous article, I wrote about how our GPU architecture works. It’s a novel architecture which works unlike any other, and we call it a tile-based deferred renderer, or TBDR. The basic premises are simple enough in concept. First, we split the screen up into tiles to make them simpler to process and small […]

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PowerVR Series7 - Series7XT_USC

Imagination’s smart, efficient approach to mobile compute

             

Imagination designed its PowerVR Tile-Based Deferred Rendering (TBDR) graphics architecture more than 20 years ago with a focus on efficiency across performance, power consumption and system level integration. This approach has equally been applied to our integration of compute functionality in our GPU architecture; PowerVR Rogue is the most recent version of our GPU architecture […]

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Vulkan API_explicit control

Vulkan: Explicit operation and consistent frame times

    

Welcome to the penultimate post in my series of blog posts on Vulkan, thanks for following so far – one more to go after this one! In this post I’ll be doing some analysis of why and how Vulkan is an explicit API, and what exactly that means. There is a lot of mention of Vulkan being a low-level API, […]

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Mobile-Graphics-Workshop

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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PowerVR SDK - reflection + chromatic dispersion (1)

5 easy steps to add PVRTrace libraries to your own OpenGL ES application

     

This post serves as a quick start guide of how you can add the PVRTrace libraries to your own OpenGL ES application and begin capturing traces. We will use the PowerVR SDK example applications to demonstrate the process. We will be attaching the trace libraries to Windows 32-bit applications here. Dynamically linked libraries are also […]

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Library - OpenGL ES 3_0 demo (2)

PowerVR Series7XT GPUs push graphics and compute performance to the max

         

If you’ve been keeping track of the evolution of mobile graphics in the last decade, you might have noticed several trends that have changed the industry to the core. Probably the most visible and often talked about is the rapid increase in performance and feature set. It is becoming clear that high-end mobile GPUs are […]

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F1RaceStars-codemasters

New PowerVR Series7XE family targets the next billion mobile and embedded GPUs

        

One of the main advantages of PowerVR GPUs lies in their ability to meet even the most demanding requirements across a wide range of markets, from mobile devices and smart TVs to automotive and game consoles. If mid- to high-end devices prioritize performance per mW and useful, differentiating features, the entry-level market is driven by […]

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powervr sdk v3.4 (1)

The latest PowerVR SDK v3.4 and tools are live!

       

PowerVR SDK v3.4 is the latest release that we are deploying this year. Key features include the addition of the latest compilers for PowerVR Series6 (FP16 and FP32) and Series6XT GPUs to PVRShaderEditor, providing more up-to-date shader profiling. PVRShaderEditor also adds new functionality to access the GLSL disassembly for these compilers as well as full […]

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3DMark OpenGL ES 3.0 Benchmark from Futuremark

A consumer’s guide to graphics benchmarks

     

If you are like me, you probably keep track of the latest reviews for upcoming smartphones and tablets, wondering which device to buy next. Part of the review process for many new devices includes a section called benchmarks. This usually is the part that turns the comments box of many websites into a passionate debate […]

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Mobile computing - Imagination IP mobile SoC

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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