Imagination is known for its chip IP for mobile devices such as smartphones and tablets and has has a strong reputation as a market leader with regards to performance, power and area. Complementing this, Imagination also has IP related to ray tracing, a technique considered to be the
In December last year, Imagination announced we were the first to submit an OpenVX 1.1 conformant implementation. In this blog post, we will show how our work has developed since then on one of the first implementations of the Khronos OpenVX 1.1 API as well as the new
Last year we debuted a collection of PowerVR ray tracing demos designed to improve significantly the aesthetics of real-time and offline rendering. One particularly exciting use case is the interactive lightmapping feature embedded inside the soon to be released update to Unity 5. Even though Imagination is primarily known for the
The title of this post uses the word ‘revelation’ instead of ‘revolution’ because mobile game engines are only inching their way toward using full-on ray tracing. The mobile game community wants ray tracing but the roadblock has been the lack of hardware fast enough to keep up with
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
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
“You speak of the prophecy, of the one who will bring balance to the mid-range smartphone market?” Mace Windu. Recently, Imagination announced its newest line of PowerVR GPUs – the Series8XE Plus. These new designs build on Imagination’s cost-effective Series8XE GPU offerings and give more choice for SoC
In my blog post about single buffered strip rendering I talked about reducing latency by shortening the graphic pipeline length. In the second post I described one way of speeding up the barrel distortion render by moving the distortion transformation out of the fragment shader. Both methods increase
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
In my last blog post I offered a solution to successfully reduce latency in VR by using single buffer strip rendering. I mentioned that the graphics requirements for VR are quite high because the GPU has to do a lot more work compared to a traditional mobile application.
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