Tag Archives | OpenGL ES

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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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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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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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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PowerVR Android OpenGL ES API GPU

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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PowerVR Series6 Rogue 2D core

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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