In this blog series we’re going to explain how to create cross-platform, cross-API graphics applications using the PowerVR Framework – all from one set of source code files! The series will be split into the following parts: PowerVR Framework: Getting started with the PVRApi Vulkan and OpenGL ES abstraction PowerVR Framework: Writing portable Vulkan and OpenGL ES 3.0/3.1 apps with
Read MoreTag: OpenGL ES
Following over a year of intense work by leading hardware, game engine, and platform vendors brought together by the Khronos™ Group, v1.0 of the Vulkan™ graphics and compute API is now available. This new API has been designed for portability across multiple platforms, including desktop and mobile GPU architectures. With an unprecedented number of related materials being open source (including
Read MoreAt GDC 2016, PowerVR continues to set the bar for high-end graphics in mobile thanks to the efficiency of the Rogue architecture. Here’s a preview of what we’re demonstrating, in pictures. Real-time ray tracing on mobile and console The first demonstration at the event comes from the PowerVR Ray Tracing team. For those who are not yet familiar with our
Read MoreWelcome to the last blog post in the series! You might notice that it’s a bit late – this has been sitting mostly complete on my account for months, but with the Vulkan release taking up a lot of my time, I’m afraid it got neglected! Well, finally we’ll be looking at why Vulkan is a better fit to hardware than previous generation APIs, and I’ll be
Read MoreAt the end of January, I was at the ISART Digital in Paris to join a panel discussion titled New Graphics APIs discussion panel at the dawn of Vulkan. The meeting was organized and chaired by Christophe Riccio from Unity and focused on the Khronos Group’s new Vulkan graphics and compute API. Vulkan is a next-generation API for grapics and
Read MoreWith our world-leading PowerVR GPUs already in the hands of over 2 billion users, Imagination delivers the leading solutions for mobile, AR/VR, and other embedded graphics platforms. At this year’s Game Developer Conference, we will be hosting a day of developer sessions on our PowerVR GR6500 ray tracing GPU and Vulkan. You can also visit our booth (#1902) at the GDC
Read MoreIt is 2016, and a new year brings new developments in the field of APIs! In preparation for these, we have created the PowerVR Framework. But what exactly is it? Simply put, the Framework is a cross-platform and cross-API framework which is fully optimised for PowerVR. It supports PowerVR assets and shows you how to use a variety of PowerVR
Read MoreAt last, the PowerVR Graphics SDK v4.0 is live! Featuring an all-new Framework and a host of improvements to our existing utilities, v4.0 is one of our biggest releases to date. With the arrival of the new Framework, this release aims to help developers transition from OpenGL ES to the new generation of graphics APIs, such as Vulkan. The Framework
Read MoreWe’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 following so far! This post I’ll be discussing the importance of scaling to multiple threads, and how Vulkan helps achieve that. CPU bottlenecks – redux Modern CPUs have multiple cores, for a variety of great reasons which I won’t discuss here.
Read MoreFor the first time, Imagination Technologies is pleased to present two one-day mobile graphics workshops for our “Introduction to Mobile Graphics” university module. Get hands-on with PowerVR mobile graphics! These workshops are aimed at educators – specifically those working at universities teaching game development or computer science. The workshops present a course intended to introduce real-time rendering on mobile devices
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