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Tag: PowerVR ray tracing

Consumer multimedia
Joe Davis

Five steps to adding ray tracing to an OpenGL ES-based deferred lighting system

To render images at interactive framerates, engines have to approximate the behavior of real world phenomena – such as shadows – rather than simulating them. As real time rendering techniques continue to push towards photorealism, the cost of these approximations approaches the point of diminishing returns. Although traditionally

Consumer multimedia
Ashley Smith

The hardware-accelerated PowerVR ray tracing API explained

In this blog post I will give a quick overview of the API created by our PowerVR Ray Tracing team. This API gives developers access to the PowerVR Ray Tracing hardware known as the Wizard architecture. I will briefly go over the physical changes at the hardware level

AR/VR
Alex Voica

The knowns and unknowns of virtual reality

There are many phrases and concepts that have entered our subconscious via pop culture. One of my all-time favorites has to be the idea of knowns and unknowns commonly used inside NASA to outline the degree of uncertainty in safety-critical missions. Known unknowns result from phenomena which are

Consumer multimedia
Guest Blog

Ray traced soft shadows in real time in Spellwrath

Michael Kissner is an indie game developer. With a past in mathematical physics, he has always been interested in the physical aspects of light. His passion lies with computer graphics and the hope to one day fully simulate all aspects of light in real-time. Computer games have been

Consumer multimedia
Alex Voica

PowerVR at GDC 2016: ray tracing and high-end graphics on mobile

At GDC 2016, PowerVR continues to set the bar for high-end graphics in mobile thanks to the efficiency of the Rogue architecture. Here’s a preview of what we’re demonstrating, in pictures. Real-time ray tracing on mobile and console The first demonstration at the event comes from the PowerVR

Consumer multimedia
Will Anielewicz

Go from zero to hero in one day with Unity 5 plus hybrid rendering

The focus of this posting is to show Unity artists how easy it can be to add true reflections and shadows to their content using our hybrid rendering techniques. The PowerVR OverDrive game runs live, rendering with a PowerVR ray tracing GPU installed in a Linux-powered computer. Using

Consumer multimedia
Dev Tech

Imagination at GDC 2016: Vulkan and ray tracing take center stage

With our world-leading PowerVR GPUs already in the hands of over 2 billion users, Imagination delivers the leading solutions for mobile, AR/VR, and other embedded graphics platforms. At this year’s Game Developer Conference, we will be hosting a day of developer sessions on our PowerVR GR6500 ray tracing GPU

Consumer multimedia
Alex Voica

Ray tracing, the walking dead and monster trucks at MWC 2016

Mobile World Congress in Barcelona has served as a launchpad for some of the most exciting innovations in graphics technologies from Imagination. In 2014 we disclosed the in-depth architectural details for the PowerVR GX6650 GPU and the way we’ve designed its 192 ALU cores while 2015 saw the

Consumer multimedia
Alex Voica

Unearthing the Holy Grail: real-time ray tracing on PowerVR GR6500 at CES 2016

Graphics on mobile devices have seen an incredible evolution in the last decade. Imagination revolutionized the handheld industry in 2001 by launching a family of PowerVR GPUs designed for the very first wave of smartphones. Since then, we’ve set the standard for ultimate performance and energy efficiency with

Consumer multimedia
Alex Voica

A game of shadows: ray traced shadows vs. cascaded shadow maps

In an article published earlier this week, I described how developers can implement fast, ray traced soft shadows in a game engine running on our PowerVR Wizard architecture. Today I’d like to present some very exciting results which demonstrate how ray tracing delivers significant reductions in memory bandwidth

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