Posts by Tobias Hector


About Tobias Hector

Tobias has been with Imagination since 2010, and after a stint in our PowerVR Graphics Developer Technology team, he’s now focused on developing graphics APIs and extensions in order to connect developers to silicon and push every last ounce of performance out of our PowerVR GPUs. Tobias has been a key part of our Vulkan development team, regularly attending Khronos conferences and helping ensure that Vulkan will be the best Graphics API available. He can often be spotted at conferences like GDC and SIGGRAPH, in order to learn about the latest and greatest techniques to work out how we might enable them.

Welcome to the last blog post in the series! You might notice that it’s a bit late – this has been sitting mostly complete on my account for months, but with the Vulkan release taking up a lot of my time, I’m afraid it got neglected! Well, finally we’ll be looking at why Vulkan is a better fit to hardware than previous generation APIs, and I’ll be … Continued

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Welcome to the penultimate post in my series of blog posts on Vulkan, thanks for following so far – one more to go after this one! In this post I’ll be doing some analysis of why and how Vulkan is an explicit API, and what exactly that means. There is a lot of mention of Vulkan being a low-level API, and in some ways that’s … Continued

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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 reasons which I won’t discuss here. … Continued

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Welcome to the second article in our series of blogs on the Vulkan API! This time I’ll be describing why Vulkan is so important for mobile and embedded systems, with a particular focus on efficiency. One of Vulkan’s top aims was to enable a much more efficient API. OpenGL ES required a lot of effort on the part of the driver to get things working, … Continued

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This is the first in a series of blog posts that aims to discuss what was revealed at SIGGRAPH about Vulkan in a bit more depth. I won’t be revealing any new information – I’ll leave that to Khronos official announcements! What I will be doing however, is explaining the implications of what has been announced, and how that affects … Continued

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