Tag: graphics


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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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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If you’ve been keeping track of the evolution of mobile graphics in the last decade, you might have noticed several trends that have changed the industry to the core. Probably the most visible and often talked about is the rapid increase in performance and feature set. It is becoming clear that high-end mobile GPUs are delivering more innovative technologies that … Continued

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One of the main advantages of PowerVR GPUs lies in their ability to meet even the most demanding requirements across a wide range of markets, from mobile devices and smart TVs to automotive and game consoles. If mid- to high-end devices prioritize performance per mW and useful, differentiating features, the entry-level market is driven by performance per mm2 and fast … Continued

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PowerVR SDK v3.4 is the latest release that we are deploying this year. Key features include the addition of the latest compilers for PowerVR Series6 (FP16 and FP32) and Series6XT GPUs to PVRShaderEditor, providing more up-to-date shader profiling. PVRShaderEditor also adds new functionality to access the GLSL disassembly for these compilers as well as full instruction set documentation for PowerVR … Continued

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A recent study from IC Insights found that in 2013 apps processors for smartphones and tablets accounted for 31% of total microprocessor sales, up from 26% in 2012. Companies competing in the mobile arena are well positioned to become the main driving force behind the fast growth of the overall semiconductor industry. When building chipsets for mobile, silicon vendors often … Continued

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