Tag Archives | Mobile

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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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 Rogue GPUs achieve OpenGL ES 3.1 conformance, we go hands-on with a compute demo

       

We are very excited to announce that PowerVR Series6 GPUs have achieved full conformance with OpenGL® ES 3.1, the latest version of the well-known graphics API developed and maintained by the Khronos Group. Being able to offer PowerVR developers access to the latest graphics and compute feature set is something we firmly believe in and […]

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…And the day after that, I designed my own entry-level mobile SoC

         

Last week I published an article titled The day I designed my own mobile SoC. It was based on a presentation I had been working on for several months. The main goal was to map our IP portfolio onto next generation SoCs for a range of markets, including mobile. Little did I know my article […]

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The day I designed my own mobile SoC

         

A few weeks ago I was working on this blog article, trying to figure out how to best represent our products visually. After I completed the work and was on my lunch break, a question came to mind: if I were building my own mobile application processor, what it would look like? The answer lies […]

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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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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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