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Tag: OpenGL ES 3.0

Dwarf hall render targets
Consumer multimedia
Ashley Smith

Dwarf Hall: physically based rendering on a PowerVR GPU

Physically based rendering (PBR) is becoming more prevalent on mobile class GPUs. In this blog post I will give a quick overview of what PBR is, what the advantages and disadvantages of using it are, and some tips on how to use PBR and deferred rendering when running

Ubiqiti EdgeMax ERLite 3
Consumer multimedia
Dev Tech

Here are eleven PowerVR Graphics SDK tutorials for game developers

To further promote our PowerVR Graphics SDK v4.0 launch, we’ve assembled a collection of videos to help new and existing PowerVR developers familiarize themselves with our tools and utilities. PowerVR SDK The video provides an overview of the PowerVR SDK. The SDK includes a cross-platform OS and API

Consumer multimedia
Alex Voica

A consumer’s guide to graphics benchmarks

If you are like me, you probably keep track of the latest reviews for upcoming smartphones and tablets, wondering which device to buy next. Part of the review process for many new devices includes a section called benchmarks. This usually is the part that turns the comments box

New Dell Venue 8 (2014)
Consumer multimedia
Alex Voica

My week with Dell Venue 8, the first Android tablet to use a PowerVR Rogue GPU

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 consumer products that use IP technologies from Imagination. When Intel first announced the new Atom Z3460/Z3480 (Merrifield) processors back in February, I was

Consumer multimedia
Dev Tech

PowerVR Graphics SDK v3.3 is live, brings OpenGL ES 3.1 support

The first PowerVR SDK of 2014 (PowerVR Graphics SDK v3.3) is here, and brings with it a variety of improvements for our utilities. Key features include support for OpenGL® ES 3.1 in PVRVFrame emulation libraries, PVRTrace recording for Android 4.4 KitKat, the implementation of a new Monitor window

Consumer multimedia
Andrew Girdler

Soft Kitty: An overview of the latest OpenGL ES 3.0 technical demo from Imagination

Fur effects have traditionally presented a significant challenge in real time graphics. The latest desktop techniques employ Direct3D 11 tessellation to dynamically create hundreds of thousands of geometric hair follicles or fur strands on the fly. On mobile platforms, developers must make do with a far more restrained

Consumer multimedia
Andrew Girdler

Soft Kitty: An overview of the latest OpenGL ES 3.0 technical demo from Imagination

Fur effects have traditionally presented a significant challenge in real time graphics. The latest desktop techniques employ Direct3D 11 tessellation to dynamically create hundreds of thousands of geometric hair follicles or fur strands on the fly. On mobile platforms, developers must make do with a far more restrained

OpenGL ES 3.1 goes official at GDC 2014

PowerVR Rogue GPUs already running demos of the latest mobile API at GDC 2014 Almost two years after revealing their last major revision to the mobile-oriented OpenGL® ES graphics API, the Khronos Group is ready to unveil a brand new upgrade to the specification aimed at bringing a

OpenGL ES 3.1 goes official at GDC 2014

PowerVR Rogue GPUs already running demos of the latest mobile API at GDC 2014 Almost two years after revealing their last major revision to the mobile-oriented OpenGL® ES graphics API, the Khronos Group is ready to unveil a brand new upgrade to the specification aimed at bringing a

(Ray) Trace your steps at GDC 2014 with Imagination

GDC 2014 marks perhaps one of the most important chapters in the history of mobile graphics. This year we will be organizing a series of sessions which will focus on ray tracing, a technology that is well known in the professional animation market, but because of cost and

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