Archive | PowerVR Ray Tracing

VR-Headsets

The knowns and unknowns of virtual reality

  

There are many phrases and concepts that have entered our subconscious via pop culture. One of my all-time favorites has to be the idea of knowns and unknowns commonly used inside NASA to outline the degree of uncertainty in safety-critical missions. Known unknowns result from phenomena which are recognized, but poorly understood. On the other […]

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Ray traced soft shadows in real time (3)

Ray traced soft shadows in real time in Spellwrath

   

Michael Kissner is an indie game developer. With a past in mathematical physics, he has always been interested in the physical aspects of light. His passion lies with computer graphics and the hope to one day fully simulate all aspects of light in real-time. Computer games have been a natural by-product and for his current […]

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PowerVR at GDC 2016 - Vulkan and Ray Tracing (7)

PowerVR at GDC 2016: ray tracing and high-end graphics on mobile

       

At 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 […]

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PowerVR Ray Tracing - Hybrid rendering in Unity 5 (1)

Go from zero to hero in one day with Unity 5 plus hybrid rendering

   

The focus of this posting is to show Unity artists how easy it can be to add true reflections and shadows to their content using our hybrid rendering techniques. The PowerVR OverDrive game runs live, rendering with a PowerVR ray tracing GPU installed in a Linux-powered computer. Using an Xbox 360 controller, you drive around […]

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Imagination at GDC 2016: Vulkan and ray tracing take center stage

      

With 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 […]

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PowerVR Ray Tracing - demo (1)

Ray tracing, the walking dead and monster trucks at MWC 2016

     

Mobile World Congress in Barcelona has served as a launchpad for some of the most exciting innovations in graphics technologies from Imagination. In 2014 we disclosed the in-depth architectural details for the PowerVR GX6650 GPU and the way we’ve designed its 192 ALU cores while 2015 saw the introduction of PowerVR GT7900, a super-GPU aimed […]

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PowerVR Wizard Ray Tracing - Production quality rendering

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. Imagination revolutionized the handheld industry in 2001 by launching a family of PowerVR GPUs designed for the very first wave of smartphones. Since then, we’ve set the standard for ultimate performance and energy efficiency with every release of the PowerVR graphics architecture. […]

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PowerVR Ray Tracing - rendering pipeline-3f

A game of shadows: ray traced shadows vs. cascaded shadow maps

    

In an article published earlier this week, I described how developers can implement fast, ray traced soft shadows in a game engine running on our PowerVR Wizard architecture. Today I’d like to present some very exciting results which demonstrate how ray tracing delivers significant reductions in memory bandwidth and power consumption over traditional rasterized methods […]

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PowerVR Ray Tracing - ray traced shadows

Implementing fast, ray traced soft shadows in a game engine

    

About a year ago I published an article on Gamasutra called Practical techniques for ray tracing in games which explained how developers can implement a series of hybrid rendering techniques on PowerVR GR6500 (our ray tracing-capable GPU) to achieve some pretty impressive effects. Even though the target applications for ray tracing are extremely varied, this […]

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Hybrid ray tracing in a rasterized game engine - hard shadows (3)

Award-winning PowerVR GR6500 ray tracing GPU tapes out

   

Last month I sent out a message on Twitter announcing that the latest PowerVR Wizard ray tracing GPU test silicon had taped out, based on Imagination’s reference design and the IC Compiler™ II place and route solution from Synopsys. Our #PowerVR ray tracing GPU has finally taped out in a test chip! http://t.co/QF8IYQ8SqK pic.twitter.com/LXCdnB6uB7 — […]

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