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.
Graphics on mobile devices have seen an incredible evolution in the last decade.
About a month before CES 2015 I wrote an in-depth blog article about our PowerVR Series7XT GPUs, presenting the industry-leading performance efficiency.
Imagination designed its PowerVR Tile-Based Deferred Rendering (TBDR) graphics architecture more than 20 years ago with a focus on efficiency across.
We’re halfway through our series of blog posts on Vulkan – hopefully you’ve checked out the other blog posts, or tuned into the webinars, and are.
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.
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.
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.
I’m fond of telling the story about why I joined Imagination. It goes along the lines of: despite offers to go work on graphics in much sunnier climes, I.
Vulkan™ is a next-generation, high-performance graphics and compute API developed by the Khronos Group. Previously known as glNext, Vulkan has been.
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