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
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
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
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
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
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
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
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
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
First previewed at CES 2014, the Allwinner UltraOcta A80 processor is now making its formal debut at MWC 2014. The full set of specifications includes
Welcome – This post is a few years old now and we wanted to let you know about a more up to date post called PowerVR Series8XT:
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