Imagination is known for its chip IP for mobile devices such as smartphones and tablets and has a strong reputation as a market leader with
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
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
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
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
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
“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
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
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
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
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