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
James Price is currently completing a PhD degree at the Department of Computer Science, University of Bristol. When developing programs that utilise GPU compute via
Imagination’s R&D group has developed a face detection algorithm, which is based on a classifier cascade and is optimized to run on mobile devices comprising
Computer vision is the use of computers to extract useful meaning from images, such as those that arise from photographs, video and real-time camera feeds.
In a previously published article, I offered a quick guide to writing OpenCL kernels for PowerVR Rogue GPUs; this sets the scene for what follows
This article and a follow-up to be published next month introduce OpenCL programming for the PowerVR Rogue architecture. Firstly, I’d like to give you an
In the mobile and embedded market, the design constraints of electronic products can sometimes be seen as tight and contradictory: the market demands higher performance
For the last decade, Imagination has been at the forefront of heterogeneous compute, becoming a founding member of the HSA Foundation and a contributor to
Intel® Atom™ processor Z3460/Z3480 supports OpenGL ES 3.0 and OpenCL 1.2 out of the box Alexandru Voica contributes to ‘My week with’, a column covering
Now that the dust has settled over GDC 2014, we have started collecting and analyzing the coverage from the launch of our ray tracing PowerVR
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Related blog articles
The PowerVR SDK and Tools have been updated with brand new features and improvements. In this post, we’ll take a look at some of the most important and exciting new updates of this release.
Today we’re announcing the release of the brand new PVRPerfDoc – a custom version of PerfDoc that is tailored for PowerVR hardware. This Vulkan layer will ensure your applications will run smoothly on PowerVR.