Imagination Blog

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Tag: rendering

Consumer multimedia
Joe Davis

Optimizing VR renderers with OVR_multiview

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

Consumer multimedia
Alex Voica

Presence in virtual reality and how PowerVR GPUs can help

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

Consumer multimedia
Christian Pötzsch

Reducing latency in mobile VR by using single buffered strip rendering

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

Consumer multimedia
Alex Kelley

PowerVR Ray Tracing ticking inside the new Visualizer extension for SketchUp

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.

Consumer multimedia
Alex Voica

Implementing hybrid ray tracing in a rasterized game engine

For the past month, many of you have been asking on social media or in the comments section of our blog for a video recording of our hybrid rendering demo. Since some of our readers have missed our GDC 2014 sessions or didn’t get a chance to drop

Understanding PowerVR Series5XT: PowerVR, TBDR and architecture efficiency

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

Caustic Visualizer 1.1 for Autodesk Maya gets batch rendering and modelling modes

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

PowerVR Graphics: We Render Funny

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

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