Imagination Blog

I’m fond of telling the story about why I joined Imagination. It goes along the lines of: despite offers to go work on graphics in much sunnier climes, I took the job working on PowerVR Graphics here in distinctly un-sunny Britain because I was really interested in how Tile-Based Deferred Rendering (TBDR) could work in practice. My graphics career to-date … Continued

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In a recent blog article, I covered a few announcements from MWC related to chips using MIPS CPUs for IoT and M2M applications, a market that is set to continue growing exponentially in the next decade. Executives at Cisco are predicting that the IoT phenomenon will be worth $19 trillion over a ten year period from 2013 to 2022. This … Continued

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When the HSA Foundation was officially introduced back in 2012, I remember being on a conference call with our EVP of marketing Tony King-Smith and Patrick Moorhead*, founder and president of Moor Insights & Strategy. Patrick was working on a whitepaper (you can read it here) and was talking to the founding members to get more background information on how … Continued

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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 API: enables high-efficiency access to … Continued

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Even though most headlines at MWC 2015 will tend to focus on flagship devices, a lot of the growth in mobile at the moment is coming from emerging markets where sub-$100 smartphones are selling in large volume. Today we are introducing PowerVR G6020, a new and highly efficient Rogue GPU that provides an ideal solution for the ultra-affordable mobile market … Continued

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Jeff Bier wrote in his monthly column that CES 2015 marked the year when the Internet of Things (or what I’d like to call connected devices) began to see. Whether it’s a sports camera, smartphone or a professional DSLR, most video content of the future will be encoded using formats such as H.265 or VP9, two state-of-the-art compression standards that … Continued

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This year MWC and GDC 2015 are happening during the same week which is unfortunate for me because I really enjoy going to both events. Although attended by different demographics, a common theme you will be hearing next week is how the exponential increase in performance is paving the way for console-quality graphics on next-generation embedded devices, including smartphones and … Continued

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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 provided for all other platforms, … Continued

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While browsing on Forbes a few months ago, I came across an article by Moor Insights & Strategy founder and principal analysts Patrick Moorhead who described how recent wireless technologies are creating fully portable mobile devices. (I am an avid reader of Patrick’s articles and recommend you subscribe to his column on Forbes) Since I always carry a laptop around to … Continued

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When it comes to multimedia streaming, people tend to think about YouTube, Netflix and many other services that deliver your favorite clips on smartphones, tablets and laptops. But thanks to a series of smarter technologies, users can also stream videos between devices over wireless protocols. One example is Miracast, a peer-to-peer wireless screencasting standard that runs on existing Wi-Fi Direct … Continued

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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 distribution channel, bringing our SDK … Continued

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