Imagination Blog

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Category: Developers

Developers

Improving Particle Systems on PowerVR

This article is part of our ongoing series about the PowerVR Performance Recommendations. Today we’ll be focusing on what particle systems are and how they can affect performance, so if you’re interested, why not take a look?

Developers

Flow Control on PowerVR – Optimising Shaders

This article is part of our ongoing series about the PowerVR Performance Recommendations. Today we’ll be focusing on how flow control and branching affects the performance of shaders, so if you’re interested, why not take a look?

Developers

Physically-Based Rendering with PowerVR – Part 2

A few weeks ago we introduced Physically-Based Rendering with Image-Based Lighting for PowerVR – which has been published on docs.imgtec.com. This document is a guide to

Monitor window
Developers

Balancing GPU workloads on PowerVR hardware

This post is another summary from our PowerVR Performance Recommendations focused on eliminating performance bottlenecks by balancing different GPU workloads.

PowerVR Hidden Surface Removal
Developers

Sorting Objects and Geometry on PowerVR Hardware

It can be tough trying to figure out the best way to optimise your applications for the hardware during development. Luckily, we’re here to help and – this is the first of an ongoing series of blog posts highlighting useful tips and tricks from our brand-new documentation website.

Developers

Introducing our all new PowerVR Developer Documentation website

We’re really excited to announce some big news about our PowerVR developer documentation. We’ve taken our incredibly useful, and very extensive documentation set and turned it into something much more modern and accessible in the form of a new website.

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If you have any enquiries regarding any of our blog posts, please contact:

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benny.har-even@imgtec.com
Tel: +44 (0)1923 260 511

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Related blog articles

Improving Particle Systems on PowerVR

This article is part of our ongoing series about the PowerVR Performance Recommendations. Today we’ll be focusing on what particle systems are and how they can affect performance, so if you’re interested, why not take a look?

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Functional Safety, or FuSa, is a term that we’re increasingly discussing with our customers and prospects, particularly in association with automotive and autonomous vehicles. Imagination is now on a journey that will ensure that it can offer its customers FuSa certifiable or FuSa certified IP in the automotive space.

Flow Control on PowerVR – Optimising Shaders

This article is part of our ongoing series about the PowerVR Performance Recommendations. Today we’ll be focusing on how flow control and branching affects the performance of shaders, so if you’re interested, why not take a look?

Physically-Based Rendering with PowerVR – Part 2

A few weeks ago we introduced Physically-Based Rendering with Image-Based Lighting for PowerVR – which has been published on docs.imgtec.com. This document is a guide to the PowerVR SDK demo, ImageBasedLighting, which implements physically-based rendering (PBR) with image-based lighting (IBL). If these

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