Tag Archives | OpenGL ES

PVRAPI - PowerVR framework

An overview of the new PowerVR Framework

     

It is 2016, and a new year brings new developments in the field of APIs! In preparation for these, we have created the PowerVR Framework. But what exactly is it? Simply put, the Framework is a cross-platform and cross-API framework which is fully optimised for PowerVR. It supports PowerVR assets and shows you how to […]

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PVRTraceGUI

PowerVR Graphics SDK v4.0 and tools are live!

     

At last, the PowerVR Graphics SDK v4.0 is live! Featuring an all-new Framework and a host of improvements to our existing utilities, v4.0 is one of our biggest releases to date. With the arrival of the new Framework, this release aims to help developers transition from OpenGL ES to the new generation of graphics APIs, […]

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Vulkan multi-threading

Vulkan: Scaling to multiple threads

   

We’re halfway through our series of blog posts on Vulkan – hopefully you’ve checked out the other blog posts, or tuned into the webinars, and are following so far! This post I’ll be discussing the importance of scaling to multiple threads, and how Vulkan helps achieve that. CPU bottlenecks – redux Modern CPUs have multiple cores, for a variety of great […]

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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 Rogue GPUs running early Vulkan demo (2)

Trying out the new Vulkan graphics API on PowerVR GPUs

    

Vulkan™ is a next-generation, high-performance graphics and compute API developed by the Khronos Group. Previously known as glNext, Vulkan has been designed to address some of the shortcomings of the original OpenGL® API which was introduced 22 years ago. Here is a summary of Vulkan extracted from the official press release: Ground-up redesign of the […]

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PVRMonitor

Optimizing graphics applications for PowerVR GPUs

     

Knowing where to look for help is half of the battle when it comes to optimizing your application. This blog post is intended to ease your 3D graphics development process by not only directing you to relevant learning resources, but also explaining what analysis tools are available and detailing the various ways to contact our […]

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OpenGL-ES_1500

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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OpenGL data upload - Unoptimized

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 Series6 Rogue GPU block diagram

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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OpenGL ES-10th-Header

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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