Tag: SGX


An exciting new microcomputer for Linux and Android enthusiasts has arrived. When we initially announced the MIPS Creator Ci20 development board, we were flooded by your exciting project proposals; the launch generated so much interest in our little programme that our site crashed under the intense pressure. Introducing the new Creator programme We’ve spent the last month parsing our database

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The past six months have certainly been an exciting time for the wearable industry. We’ve seen new platform announcements from Ingenic, Ineda and Microchip, the rollout of several smartwatches and smart glasses from worldwide sellers, and the release of the new MIPS M5100 and M5150 CPUs designed for wearables and IoT. More recently, Archos has deployed our PowerVR GPUs in

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Over the past few months, we’ve seen a new wave of announcements related to Internet of Things (IoT) and other ultra-portable devices integrating Imagination IP. One of the biggest buzz words right now is wearable devices; there were several wearable concepts introduced at CES 2014, covering any and every use case, from augmented and virtual reality or entertainment to fitness,

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Mobile phones have been visually-oriented devices since the appearance of the first camera phones, and today user-produced content has been a driving force behind everything from network utilisation to app creation. However, developers have recently begun to use sophisticated manipulation of the image data to create a wide range of new user experiences, from intelligent vision systems, through augmented reality

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Simple 2D operations continue to be very common in embedded systems. But as modern embedded GPUs increasingly become GFLOPS monsters to handle advanced functionality such as complex 3D graphics and compute, they become increasingly less efficient at handling simple 2D data movement operations. Data handling with PowerVR’s dedicated 2D core Staying true to the concept of ‘the right core for

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A unified architecture means that the ALUs (Arithmetic Logic Units – the bits of the hardware that do all the number crunching as part of shader or compute program processing) are generic and not dedicated to specific processing tasks. This type of ‘universal (or unified) shading’ approach is unanimously recognised as the most efficient. Unified shaders execute tasks efficiently, irrespective

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In the previous three sections, I discussed the need to match market requirements, our rapid adoption of multiple graphics APIs, and our uncompromising support for GPU compute across all our PowerVR GPU cores. In this section, I will dive more deeply into the underlying hardware architecture, highlighting a selection of the patented unique features, as well as the flexibility of

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