18 posts
Consumer multimedia
Kristof Beets

Imagination’s smart, efficient approach to mobile compute

Imagination designed its PowerVR Tile-Based Deferred Rendering (TBDR) graphics architecture more than 20 years ago with a focus on efficiency across performance, power consumption and system level integration. This approach has equally been applied to our integration of compute functionality in our GPU architecture; PowerVR Rogue is the

Different approaches to compute APIs: OpenCL from the Khronos Group

Compute APIs are a new evolution in the mobile and embedded market space, and are subject to quite a range of different conceptual approaches compared to the evolution of 3D graphics API. The mobile-optimised OpenGL ES API for 3D graphics evolved from a market-tested and well-proven OpenGL API

Different approaches to compute APIs: Renderscript and Filterscript from Google

Compute APIs are a new evolution in the mobile and embedded market space, and are subject to quite a range of different conceptual approaches compared to the evolution of 3D graphics API. The mobile-optimised OpenGL ES API for 3D graphics evolved from a market-tested and well-proven OpenGL API

Mobile GPU computing: Buzz and marketing hype versus reality

Mobile GPU computing, just like any other technology domain, is subject to buzz and hype words. When marketing teams get a bit overexcited, it is easy to assume that something is a lot more important than it really is. I believe that a couple of areas require some

PowerVR 'Rogue': Designing an optimal architecture for graphics and GPU compute

When designing our PowerVR ‘Rogue’ architecture, all components were reworked and optimised for efficiency (more on this in a future article). Part of that effort came from a deeper consideration of the GPU compute angle. Therefore, in this article, I will focus on just two highlighted key features

PowerVR, the mobile GPU architecture for compute

As discussed in my previous blog posts and articles, Imagination’s engineering force is dedicated to efficiency. The PowerVR ‘Rogue’ architecture is our first architecture designed for compute. Of course, efficiency and common sense were liberally applied to the design process of this functionality. This approach helps us to

Mobile GPU compute must be practical GPU compute

By definition, mobile application scenarios must be power efficient. The reason for this is simple: they run from a battery. The target is to allow a consumer to enjoy the full functionality of a device for as long as possible from a single charge. This means that any

GPU compute – what is it and why do we care?

GPU compute is one of the hottest topics today – but what exactly is it, and why should we all care about it for mobile devices? Answering the first question is relatively easy, as the name already gives it away: GPU compute is about using the GPU for

Understanding PowerVR Series5XT: The PowerVR Insider ecosystem and final thoughts

Now that we’ve discussed topics such as essential market requirement support, stunning hardware features and optimal driver software, the last (but definitely not least) cornerstone of any successful graphics core is application support. No matter how efficient the hardware is, if there aren’t applications to take advantage of

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