Category: PowerVR Ray Tracing


To render images at interactive framerates, engines have to approximate the behavior of real world phenomena – such as shadows – rather than simulating them. As real time rendering techniques continue to push towards photorealism, the cost of these approximations approaches the point of diminishing returns. Although traditionally seen as a complex offline process, ray tracing is becoming an increasingly

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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 hand, unknown unknowns are phenomena

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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 game Spellwrath he has created

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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. About two years ago, a

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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 (i.e. cascaded shadow maps). Complete

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