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Tag: Android

Acer R13 Chromebook
Consumer multimedia
Benny Har-Even

PowerVR meets Google Chromebook

In the first half of last year, the technology industry was taken somewhat by surprise when it noticed that Google’s Chromebook project was working. With a perceived lack of performance and the initial requirement for internet connectivity for the device to be usable, many predicted that Chromebooks, in

powervr satnav
Consumer multimedia
Robin Britton

Vulkan vs OpenGL ES for a 3D satellite navigation app on PowerVR

The PowerVR architecture is quick to support the latest technologies, and the Vulkan API is a case in point. Vulkan is a modern API that enables developers to gain ‘low-level’ access to underlying graphics hardware, ensuring that the performance of that hardware can be maximised. Any apps displaying

Consumer multimedia
Dev Tech

First Android OS Supporting Vulkan Out Now

Released in the UK on the 22nd of August, the latest Android OS (7.0 Nougat) brings with it support for the Vulkan™ API and also a selection of new features and updates, as well as the ability to run two apps on the same screen at once. We’ve talked

Consumer multimedia
Christian Pötzsch

Reducing latency in mobile VR by using single buffered strip rendering

VR requires the support of many components in modern phones. This starts with the sensor for recording the motion of the head, the CPU driving the VR application (and everything else in the background), the GPU doing the work for the VR application and the calculations for creating

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

PVRTraceGUI
Consumer multimedia
Dev Tech

PowerVR Graphics SDK v4.0 and tools are live!

At last, the PowerVR Graphics SDK v4.0 is live! Featuring an all-new Framework and a host of improvements to our existing utilities, v4.0 is one of our biggest releases to date. With the arrival of the new Framework, this release aims to help developers transition from OpenGL ES

Consumer multimedia
Tobias Hector

Vulkan: One API for all platforms

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

Consumer multimedia

Deep dive: OpenCL face detection on PowerVR [part 3]

Imagination’s R&D group has developed a face detection algorithm, which is based on a classifier cascade and is optimized to run on mobile devices comprising a CPU and PowerVR GPU. The algorithm employs several optimizations to improve performance and accuracy. In particular, instead of searching each entire frame

Consumer multimedia
Ashley Smith

Gnomes per second in Vulkan and OpenGL ES

It’s been a while since we first showed off our Vulkan* driver for PowerVR Rogue GPUs. Since then, our PowerVR driver and graphics demo teams have been working hard to synchronize with the spec as it evolves towards its final form. Today we are excited to show you

Consumer multimedia
Alex Voica

Create new gaming experiences on affordable Android development boards

A few months ago at the 2015 Game Developers Conference (GDC), Imagination announced that the latest version of the Cocos2d-x game engine has been optimized by Chukong Technologies for the Creator Ci20 microcomputer. Cocos2d-x is an extremely popular open source game engine that supports multiple operating systems, including

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