Tag: rendering


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 Hz depending on the Head Mounted Display’s maximum refresh rate) with low motion-to-photon latency is an important part of achieving it. In this article, I’ll explain how the OVR_multiview extension can be used to reduce … Continued

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When it was introduced at Google I/O 2014, the Cardboard headset was a great way to deliver a bite sized VR experience on iOS or Android mobile phones. At this year’s I/O conference, Google announced Daydream – a platform for high performance mobile VR built on top of Android N with optimizations called Android VR Mode. We are very excited … Continued

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VR requires the support of many components in modern phones. This starts with the sensor for recording the motion of the head, the CPU driving the VR application (and everything else in the background), the GPU doing the work for the VR application and the calculations for creating the VR corrected image, to the display showing the transformed content to … Continued

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This week we attended the hugely popular Maker Faire event near San Francisco where we introduced Visualizer, a virtual camera in SketchUp® based on our PowerVR Ray Tracing technology. The Visualizer extension helps SketchUp users create and visualize their 3D creations by rendering photorealistic models in real time. Introducing the new Visualizer for SketchUp SketchUp is a unique, fun and … Continued

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In the previous three sections, I discussed the need to match market requirements, our rapid adoption of multiple graphics APIs, and our uncompromising support for GPU compute across all our PowerVR GPU cores. In this section, I will dive more deeply into the underlying hardware architecture, highlighting a selection of the patented unique features, as well as the flexibility of … Continued

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Caustic has always had a close collaboration with its users, continuously listening to their feedback whether it is on our unique Series2 ray tracing hardware offerings or our ground-breaking Visualizer software packages. Keeping with this tradition, we have just posted a final version of Caustic Visualizer 1.1 for Autodesk Maya on our downloads page and are very excited to reveal … Continued

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We are now back from various shows around the world where we had lots of discussion with developers about the use and longevity of Imagination’s Tile Based Deferred Rendering-based (TBDR) PowerVR architecture. Some had never heard of it (mainly those who were moving down from the console and PC space) and others who wanted to know if TBDR would ever … Continued

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