Tag: GPU


Could you live without your smartphone? Almost everybody relies on one these days for so much of what they do – email, messages, social media, banking and more. Some people have even been known to use them to make phone calls! While this may not be unexpected for developed markets, it may come as a surprise to some that this … Continued

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If you’ve been paying attention to the neural network scene recently, and really, why wouldn’t you be – you’ll be aware that it’s a market that’s really getting a lot of attention. In fact, machine learning and deep learning are threatening to become terms that even your mother will be familiar with. If, by the way, your mother doesn’t yet … Continued

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HMI design for embedded systems At Embedded World in Nuremberg this week, the team from Socionext and Socionext Embedded Software Austria are on hand in the Imagination stand (#4-629) to demonstrate the new SC1810 SoC, which uses a PowerVR Series8XE GPU. This first integration of a PowerVR Series8XE GPU in a sampled SoC represents a further evolution in both features … Continued

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Update: We have now announced our first Furian-based core: the PowerVR Series8XT GT8525: find out more details here. Things move fast in the world of graphics. We announced the first PowerVR Rogue licensable GPU IP in 2012, a year after revealing the microarchitecture, and we’d been working on it for some time before that. Six years on from peeling back … Continued

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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 large volumes of data such as navigation apps are a great use … Continued

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We’ve mentioned in a recent blog post how maintaining presence is key in virtual reality systems. Rendering applications at high framerates (60, 90 or 120 Hz depending on the Head Mounted Display’s maximum refresh rate) with low motion-to-photon latency is an important part of achieving it. In this article, I’ll explain how the OVR_multiview extension can be used to reduce … Continued

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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 Basemark Metal, Basemark ES, Basemark X, Basemark OS and Browsermark.  Your new … Continued

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In my previous article, I wrote about how our GPU architecture works. It’s a novel architecture which works unlike any other, and we call it a tile-based deferred renderer, or TBDR. The basic premises are simple enough in concept. First, we split the screen up into tiles to make them simpler to process and small enough to fit entirely on … Continued

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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 most recent version of our GPU architecture and it fully supports mobile … Continued

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For the first time, Imagination Technologies is pleased to present two one-day mobile graphics workshops for our “Introduction to Mobile Graphics” university module. Get hands-on with PowerVR mobile graphics! These workshops are aimed at educators – specifically those working at universities teaching game development or computer science. The workshops present a course intended to introduce real-time rendering on mobile devices … Continued

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