Games Developers Conference (GDC)



Casting light on better graphics

Meet the experts in mobile graphics at GDC 2016

Visit the Imagination Technologies booth (#1902) at the GDC Expo for a personal look at the latest in mobile graphics and to get your questions answered by our experts.

With our world-leading PowerVR GPUs already in the hands of over 2 billion users, Imagination delivers the leading solutions for mobile, AR, VR, OTT and other embedded graphics platforms across both rasterised and ray traced graphics.

Book a meeting

Imagination Developers Connection (idc16)

GDC, Room 3022, West Hall of Moscone Center, San Francisco
10am to 5pm, March 15th

PowerVR is used in the leading smartphones, tablets and OTT set top boxes today. Join us for the Imagination Developer Connection at GDC 2015 featuring sessions and expert panel discussions aimed at helping you boost your game development prowess across all today’s devices with PowerVR graphics as well as preparing you for the disruptive new hybrid ray tracing technology that Imagination is making available.

The idc16 sessions are hosted by Imagination and are free to attend. Please note, the space is limited and you will still need to have at least a GDC Expo badge to access the West Hall.

GDC Registration

idc16 Session Agenda

Timeidc16 Sessions
10:00-11:00PowerVR Graphics Keynote – latest developments and future plans
In this keynote, we will give an overview of Imagination’s hardware and software roadmaps for the PowerVR XE and XT graphics families and the PowerVR Wizard ray tracing technology. Additionally details will be provided on the latest APIs, SDKs and Development Tools for PowerVR GPUs with a specific focus on the Khronos™ Vulkan™ API.

Speaker: Kristof Beets, Director of Business Development, Imagination Technologies

11:20-11:50Introduction to ray tracing on the PowerVR GR6500
This session will introduce you to ray tracing on the PowerVR GR6500 “Wizard” architecture. The presentation will include a discussion of the GR6500 architecture, including the constructs in software and hardware that allow us to achieve power efficient ray tracing in dedicated silicon. Attendees will leave with an understanding of how we are enabling real-time ray tracing techniques for developers, and how they might make use of them.

Speaker: Luke Peterson, Director of Research & Strategy, Imagination Technologies

11:50-12:20Real-time ray tracing techniques for developers
This session follows on from our introduction of the PowerVR GR6500 “Wizard” architecture. It will delve into exactly how developers can utilise the power of real-time ray tracing to tackle problems such as variable penumbra soft shadows, glossy reflections and refractions, as well as physics based applications. Attendees will leave with an overview of how ray tracing can be used to provide elegant solutions to traditionally difficult to render or achieve effects, creating enhanced realism and more immersive worlds at a fraction of the cost.

Speaker: James Rumble, Developer Technology Engineer, Imagination Technologies

12:20-12:50So you want to build a lightmapper?
This session dives into the gritty details of how to build a lightmapper using raytracing. Tackling problems such as how to build the basic pipeline from triangle to rendered lightmap pixel, while attaining high quality. Building lightmappers with interactivity in mind is also considered in this session. Attendees will leave with an overview of how a raytracing based lightmapper could be built for real-time applications, making it possible to get high quality lighting while maintaining fluid frame-rates.

Speaker: Jens Fursund & Justin DeCell, Software Design Engineers, Imagination Technologies

13:20-13:50Efficient rendering with Vulkan on PowerVR
This talk covers how to create efficient graphics applications using the new Vulkan API. Discussion will focus on pipeline objects; render passes, and synchronization mechanisms. Attendees will gain an understanding of how to write highly efficient rendering applications, and how they will execute on PowerVR’s Tile-Based, Deferred Rendering (TBDR) hardware.

Speaker: Tobias Hector, Software Design Engineer, Imagination Technologies

13:50-14:20Migrating to Vulkan with the new PowerVR graphics framework
Explicit APIs, such as Vulkan, are becoming widespread; whilst powerful, they are verbose and difficult to get to grips with. This session introduces the brand new PowerVR Framework – a cross-API framework simplifying the efficient use of new explicit APIs whilst still supporting traditional APIs. Come along to find out more!

Speaker: Paul Sobek, Developer Technology Engineer, Imagination Technologies

14:40-15:10Working with Vulkan on Android
Speaker: Dan Galpin, Developer Advocate, Google
15:10-15:40An Introduction to SPIR-V
SPIR-V is the new open standard intermediate language for Vulkan. This talk will explain what SPIR-V is, why Vulkan uses SPIR-V, worked examples of SPIR-V to explain how it’s used, and a foray into the tools available when working with SPIR-V.’

Speaker: Neil Henning, Principal Software Engineer for Vulkan and SPIR-V, Codeplay

16:00-17:00Panel Discussion: Is Vulkan a game changer?
In this industry expert panel session, we will discuss the arrival of the Vulkan API and how it will affect game development. This will include the challenge of integrating explicit APIs in existing engines, how decreased CPU overhead and fine-grained memory allocation control will affect the performance characteristics of Vulkan-capable hardware and the engineering cost of taking on responsibility traditionally left to the graphics driver.

Chair: Joe Davis, Leading Developer Technology Engineer, Imagination TechnologiesPanel:
Tobias Hector, Software Design Engineer, Imagination Technologies
Niklas Smedberg, Technical Director, Platform Partnerships, Epic Games
Bill Bilodeau, Developer Advocate, Google
Dean Sekulic, Graphics Programmer, Croteam


For more information or to book a meeting please email or call Maya Ahluwalia on +44 (0)1923 260511