My first encounter with the PowerVR GPU was helping the then VideoLogic launch boards for Matrox in Europe. Not long after I joined the company, working on the rebrand to Imagination Technologies and promoting both our own VideoLogic-branded boards and those of our partners using ST’s Kyro processors. There were tens of board partners but only for one brief moment did we have two partners in the desktop space: NEC and ST.
The PowerVR Developer Technology team is delighted to announce the latest version of our PowerVR Tools and SDK – 2018 Release 1. Following on from
The Visionary interview series: Carlos Sarria, Senior Developer Technology Manager, for PowerVR Developer Technology
Welcome to the latest in our series of Visionary interviews with our key thinkers at the company. In this instalment, we spend some time with
Depth of field is actually a complex thing to achieve in graphics, and especially in smartphones, where performance, is, of course, limited by mobile power budgets. It can be done though, and at the recent Game Develop Conference, we demonstrated depth of field running on PowerVR.
If you are a graphics developer, you have most likely come across RenderDoc at some point during one of your projects. It is a graphics
On Monday 27th July 1992, John Major had just become British Prime Minister, and Linux was a word yet to enter our vocabulary. Classic FM
This blog post introduces GRLAA (GRadient Line Anti-Aliasing), a relatively simple and efficient method designed to cope with aliased lines, which can often crop up
One only needs to look at the success of Pokemon Go this summer to realise that Augmented Reality (AR) is a big deal. One company
In my previous article, I wrote about how our GPU architecture works. It’s a novel architecture which works unlike any other, and we call it
Imagination designed its PowerVR Tile-Based Deferred Rendering (TBDR) graphics architecture more than 20 years ago with a focus on efficiency across performance, power consumption and
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