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Tag: Wizard

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

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
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

Consumer multimedia
Alex Voica

Implementing fast, ray traced soft shadows in a game engine

About a year ago I published an article on Gamasutra called Practical techniques for ray tracing in games which explained how developers can implement a series of hybrid rendering techniques on PowerVR GR6500 (our ray tracing-capable GPU) to achieve some pretty impressive effects. Even though the target applications

Consumer multimedia
Alex Voica

Award-winning PowerVR GR6500 ray tracing GPU tapes out

Last month I sent out a message on Twitter announcing that the latest PowerVR Wizard ray tracing GPU test silicon had taped out, based on Imagination’s reference design and the IC Compiler™ II place and route solution from Synopsys. Our #PowerVR ray tracing GPU has finally taped out

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

Consumer multimedia
Alex Voica

Launching the ray tracing PowerVR Wizard GPUs at GDC 2014: coverage roundup

Now that the dust has settled over GDC 2014, we have started collecting and analyzing the coverage from the launch of our ray tracing PowerVR Wizard GPU. The week we’ve spent in San Francisco has been one of the busiest we’ve had in recent history: alongside a full

Consumer multimedia
Alex Voica

PowerVR GR6500: ray tracing is the future… and the future is now

If you follow Imagination and what we do, you may have heard about PowerVR Ray Tracing, hybrid rendering and the potential that these technologies have to revolutionize the user experience from mobile and console gaming to virtual and augmented reality. For the better part of the last eight

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