A look at the PowerVR graphics architecture: Deferred rendering
In my previous article, I wrote about how our GPU architecture works. It’s a novel architecture...
In my previous article, I wrote about how our GPU architecture works. It’s a novel architecture...
After exploring a quick guide to writing OpenCL kernels for PowerVR Rogue GPUs and analyzing a...
In a previously published article, I offered a quick guide to writing OpenCL kernels for PowerVR...
This article and a follow-up to be published next month introduce OpenCL programming for the...
Last month I sent out a message on Twitter announcing that the latest PowerVR Wizard ray tracing...
I’m fond of telling the story about why I joined Imagination. It goes along the lines of: despite...
Now that the dust has settled over GDC 2014, we have started collecting and analyzing the coverage...
Marketing of modern graphics processors involves comparing many low-level performance metrics. For...
Have you ever looked at your $100 smartphone or tablet after watching Unity’s ‘The Chase’ demo and...
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