Tag Archives | SDK

25-Integrating zero-copy flow with Android Camera HAL

The PowerVR Imaging Framework for Android


In my previous article about heterogeneous architectures, I identified memory bandwidth as the main bottleneck for implementing power-efficient algorithms for computer vision. Luckily, Imagination has created an innovative solution designed to address this common issue in mobile and embedded devices – and it comes in the form of the PowerVR Imaging Framework. Introducing the PowerVR […]

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PowerVR SDK v3_3 Release 2 - Color grading

Here are eight PowerVR Graphics SDK tutorials for game developers


To further promote our PowerVR Graphics SDK v3.5 launch, we’ve assembled a collection of videos to help new and existing PowerVR developers familiarize themselves with our tools and utilities. PVRGeoPOD The PVRGeoPOD overview video offers a concise explanation of the main functions of PVRGeoPOD – a 3D scene exporter tool that saves data to PowerVR […]

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An update on MIPS tools and OS support from Imagination


Over the past year, Imagination has been investing greatly in the MIPS ecosystem to give developers access to industry-leading tools and operating system support for our CPUs. This includes working with Oracle to bring the latest Java SE 8 support to MIPS, expanded Green Hills tools and compiler support for the entire range of MIPS […]

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PVRHub - PowerVR SDK v3.5

PowerVR SDK v3.5 is live, adds support for Android Extension Pack


PowerVR SDK v3.5 marks our first release for 2015 and is now live on our community page. We’ve made some significant improvements to several of the utilities and the SDK. In this release, support has been added to PVRVFrame for Android Extension Pack (AEP) as well as new hardware profiles including the Google Nexus Player, […]

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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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Our PowerVR Graphics SDK is now on GitHub


Traditionally, our PowerVR Graphics SDK has been made available through our PowerVR Insider website. For the v3.4 release of our SDK, we wanted to make it as easy as possible to access, modify and integrate it into graphics applications. In addition to the existing downloadable SDK installer, we have started using GitHub as an alternative […]

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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 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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New PowerVR Graphics SDK and tools tutorials are now available online


For those of you who are not familiar with Imagination, we are the leading provider of GPUs in mobile, having shipped in over a billion devices, from smartphones, tablets and wearables to smart TVs, set-top boxes and other embedded platforms. Our PowerVR SGX and Rogue families have been used by semiconductor vendors like Allwinner, Intel, […]

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PowerVR SDK v3_3 Release 2 - Texture streaming

PowerVR Graphics SDK v3.3 Release 2 is live!


The second release of the PowerVR Graphics SDK v3.3 is now available. We’ve built on our previous release to provide further support for OpenGL ES 3.1. For example, we’ve added an OpenGL ES 3.1 PC Emulation SDK for Windows and Linux, demonstrating new API features such as compute shaders. We have also added GLSL ES […]

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