Vulkan: High efficiency on mobile

Welcome to the second article in our series of blogs on the Vulkan API! This time I’ll be describing why Vulkan is so important for mobile and embedded.

Vulkan: One API for all platforms

This is the first in a series of blog posts that aims to discuss what was revealed at SIGGRAPH about Vulkan in a bit more depth. I won’t be revealing any.

Heterogeneous compute case study: image convolution filtering

In a previously published article, I offered a quick guide to writing OpenCL kernels for PowerVR Rogue GPUs; this sets the scene for what follows next: a.

A quick guide to writing OpenCL kernels for PowerVR Rogue GPUs

This article and a follow-up to be published next month introduce OpenCL programming for the PowerVR Rogue architecture.

Gnomes per second in Vulkan and OpenGL ES

It’s been a while since we first showed off our Vulkan* driver for PowerVR Rogue GPUs. Since then, our PowerVR driver and graphics demo teams have been.

A primer on mobile systems used for heterogeneous computing

In the mobile and embedded market, the design constraints of electronic products can sometimes be seen as tight and contradictory: the market demands.

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.

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.

On stage with Sir Hossein Yassaie, Facebook, Texas Instruments, Ikanos and Altair at the 2015 Imagination Summit in Santa Clara

Our EVP of Marketing Tony King-Smith wrote earlier this month about the 2015 Imagination Summit USA taking place in Santa Clara, California. I was among.