Understanding OpenGL ES: Multi-thread and multi-window rendering

As the CPUs and GPUs in mobile devices have become more powerful and devices with one or more high-resolution screen have become ubiquitous, the demand.

Building efficient multimedia architectures for consumer electronics and mobile computing

If you think of smartphones and tablets as the go-to devices for personal computing, you’ve probably wondered quite a few times how technology has evolved.

PowerVR Graphics SDK v3.2 brings advanced features in PVRTrace and PVRTune

The time has come for a new release of our PowerVR Graphics SDK. We’re very excited about the new features we’ve included in PowerVR Graphics SDK v3.2,.

Instagram-like computational photography with PowerVR SGX GPUs

Mobile phones have been visually-oriented devices since the appearance of the first camera phones, and today user-produced content has been a driving.

PowerVR, the mobile GPU architecture for compute

As discussed in my previous blog posts and articles, Imagination’s engineering force is dedicated to efficiency. The PowerVR ‘Rogue’ architecture is our.

Mobile GPU compute must be practical GPU compute

By definition, mobile application scenarios must be power efficient. The reason for this is simple: they run from a battery. The target is to allow a.

GPU compute – what is it and why do we care?

GPU compute is one of the hottest topics today – but what exactly is it, and why should we all care about it for mobile devices?

MediaTek MT8135 brings PowerVR Series6 GPUs to a mobile device near you

Over the years, our close partnership with MediaTek has resulted in the release of some very innovative platforms that have set important benchmarks for.

Understanding PowerVR Series5XT: The PowerVR Insider ecosystem and final thoughts

Now that we’ve discussed topics such as essential market requirement support, stunning hardware features and optimal driver software, the last (but.