Tag Archives | OpenGL ES

PowerVR Rogue GPUs set to deliver next-gen graphics and compute with new OpenGL ES Next API

           

2014 is gearing up to be an exciting year for CES. In conjunction with the launch of our PowerVR Series6XT and Series6XE GPUs, the Khronos Group has announced OpenGL® ES Next, a next-generation API standard which introduces a number of new features for mobile and embedded devices. OpenGL ES Next is compatible with all PowerVR […]

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Understanding OpenGL ES: Multi-thread and multi-window rendering

     

As the CPUs and GPUs in mobile devices have become more powerful and devices with one or more high-resolution screen have become ubiquitous, the demand for complex interactions with the graphics driver has increased. In this blog post, I’ll discuss what multi-thread and multi-window rendering means to developers, and I’ll describe if and when these […]

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PowerVR GPUs: Bringing OpenGL ES graphics to mobile for over ten years

           

High-end graphics on mobile: PowerVR Series5XT and Series6 GPUs take on OpenGL ES 2.0 and 3.0 (part 2) If the first segment of my two-part article on the history of PowerVR GPUs and OpenGL ES focused on the two families that set the game rules for mobile graphics (PowerVR Series4 and Series5), this second installment […]

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PowerVR GPUs: Bringing OpenGL ES graphics to mobile for over ten years

           

PowerVR Series4 and Series5 GPUs, OpenGL ES 1.x and the beginning of mobile graphics (part 1) No matter if you are a developer, hardware engineer, system architect, or have a passion for multimedia and technology, you can’t but wonder at how much GPUs and graphics APIs like OpenGL ES have evolved over the past ten […]

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Understanding PowerVR Series5XT: PowerVR’s hardware is nothing without software optimization

         

Ultimately, no matter how good your hardware design is in terms of spot-on feature set, flexibility and scalability, it can all be let down by poor and inefficient driver software or a lack of compatible content. But again this is an area where Imagination can fall back on many years of solid experience and an […]

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Understanding PowerVR Series5XT: YUV colour space conversions and the 2D core

       

Simple 2D operations continue to be very common in embedded systems. But as modern embedded GPUs increasingly become GFLOPS monsters to handle advanced functionality such as complex 3D graphics and compute, they become increasingly less efficient at handling simple 2D data movement operations. Data handling with PowerVR’s dedicated 2D core Staying true to the concept […]

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Understanding PowerVR Series5XT: PowerVR GPUs and graphics API standards adoption

           

On March 15th, Samsung announced their flagship Galaxy S4 smartphone – powered by their own Samsung Exynos 5 Octa SoC with a PowerVR SGX544MP3 GPU core. Samsung’s return to PowerVR should be no surprise given the defining role played by the SGX540 in the original Galaxy and for Imagination,  it’s simply a continuation of the […]

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Understanding PowerVR Series5XT: PowerVR GPUs and graphics API standards

         

On March 15th, Samsung announced their flagship Galaxy S4 smartphone – powered by their own Samsung Exynos 5 Octa SoC with a PowerVR Series5XT SGX544MP3 GPU core. Samsung’s return to PowerVR should be no surprise given the defining role played by the SGX540 in the original Galaxy and for Imagination,  it’s simply a continuation of […]

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PowerVR SGX544MP2 Allwinner A31s A31

PowerVR graphics give the quad-core Allwinner A31s a competitive edge

         

Quad-core Allwinner A31s, a high-performance SoC for phablets With numerous flavours of supported operating systems, high screen resolutions, and rich connectivity options, the quad-core Allwinner A31s platform has been designed and optimized for enjoying a wide range of content, from streaming video and reading eBooks to console-quality gaming and social media interaction. At its core, […]

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_PowerVRGPU_02_PVRTC ATITC_ETC1_BC1

PVRTC: the most efficient texture compression standard for the mobile graphics world

            

After going behind the scenes of Imagination’s latest and greatest PVRTC2 texture compression standard, we now look at how PVRTC works and compare it against other widely texture compression standards available to game developers who want to target the whole range of our PowerVR GPUs, including Series5, Serie5XT and Series6. Textures are ubiquitous in mobile […]

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