Imagination Blog

Technology, news and insights

Tag: embedded graphics

Consumer multimedia
Alex Voica

Five most influential devices to use PowerVR GPUs

Love them or hate them, listicles are here to stay. Earlier last month TIME assembled a team of journalists to compile the ultimate tech catalogue counting down 50 of the most influential gadgets of all time. That got me walking down memory lane so I put together a

Consumer multimedia
Chris Longstaff

Deep learning on mobile devices at the Embedded Vision Summit 2016

It was clear last week at the annual Embedded Vision Summit in Santa Clara that the time of computer vision and deep learning on mobile had finally arrived. Interest in the area is growing noticeably – the Summit program expanded from one to two days this year, there

Dwarf hall render targets
Consumer multimedia
Ashley Smith

Dwarf Hall: physically based rendering on a PowerVR GPU

Physically based rendering (PBR) is becoming more prevalent on mobile class GPUs. In this blog post I will give a quick overview of what PBR is, what the advantages and disadvantages of using it are, and some tips on how to use PBR and deferred rendering when running

Consumer multimedia
Tobias Hector

Tiling positive or how Vulkan maps to PowerVR GPUs

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

Consumer multimedia
Guest Blog

Optimizing applications for power consumption using Basemark PAT

Teemu Virolainen is a senior software engineer at Basemark, a company that develops industry-leading system performance and power consumption analysis tools that are used by leading semiconductor and OEM companies around the world such as AMD, Imagination Technologies, Intel, NVIDIA, Renesas and Qualcomm. Its world-renowned product portfolio includes

Consumer multimedia
Tobias Hector

Vulkan: Scaling to multiple threads

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

Consumer multimedia
Tobias Hector

Vulkan: High efficiency on mobile

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

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
Alex Voica

Learn more about the Vulkan API from these five webinars

Several months after participating in the successful launch of Vulkan™, we are very excited to announce an upcoming series of talks designed to discuss the API in more detail. Imagination is a promoter member of the Khronos™ Group and a keen supporter of open standards for mobile graphics.

Consumer multimedia
Rys Sommefeldt

A look at the PowerVR graphics architecture: Tile-based rendering

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

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