Subject: Graphics Cards, Mobile | June 23, 2017 - 10:45 PM | Scott Michaud
Tagged: Imagination Technologies, imagination, apple, gpu
According to a press release from Imagination Technologies, the group has been approached by multiple entities who are interested in acquiring them. None of these potential buyers have been mentioned by name, however. The press release also makes it clear that the group is only announcing that discussions have started, and that other interested parties can contact their financial adviser, Rothschild, to join in.
It’s entirely possible that nothing could come from these discussions, but Imagination Technologies clearly wants as many options to choose from as possible.
This announcement is clearly related to the recent news that Apple plans to stop licensing technology from them, which made up about half of the whole company’s revenue at the time. The press release states that they are still in dispute with Apple with a dedicated, highly visible, single-line paragraph. As far as I know, Apple hasn’t yet provided proof that they are legally clear of Imagination Technology’s licenses, and the press release claims that they still dispute Apple’s claims.
Hopefully we’ll hear more concrete details in the near future.
Subject: Graphics Cards, Mobile | June 2, 2017 - 02:23 AM | Scott Michaud
Tagged: Imagination Technologies, PowerVR, ray tracing, ue4, vulkan
Imagination Technologies has published another video that demonstrates ray tracing with their PowerVR Wizard GPU. The test system, today, is a development card that is running on Ubuntu, and powering Unreal Engine 4. Specifically, it is using UE4’s Vulkan renderer.
The demo highlights two major advantages of ray traced images. The first is that, rather than applying a baked cubemap with screen-space reflections to simulate metallic objects, this demo calculates reflections with secondary rays. From there, it’s just a matter of hooking up the gathered information into the parameters that the shader requires and doing the calculations.
The second advantage is that it can do arbitrary lens effects, like distortion and equirectangular, 360 projections. Rasterization, which projects 3D world coordinates into 2D coordinates on a screen, assumes that edges are still straight, and that causes problems as FoV gets very large, especially full circle. Imagination Technologies acknowledges that workarounds exist, like breaking up the render into six faces of a cube, but the best approximation is casting a ray per pixel and seeing what it hits.
The demo was originally for GDC 2017, back in February, but the videos have just been released.
Subject: Editorial | April 6, 2017 - 12:57 AM | Alex Lustenberg
Tagged: Z270E, windows 10, relive, podcast, pascal, NVIDA, Mad Catz, Imagination Technologies, ddr5, asus, amd
PC Perspective Podcast #444 - 04/6/17
Join us for an ASUS Z270 Motherboard, NVIDIA Quadro, AMD ReLive, DDR5 and more!
The URL for the podcast is: http://pcper.com/podcast - Share with your friends!
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Hosts: Jeremy Hellstrom, Josh Walrath, Allyn Malventano, Ken Addison
Subject: Graphics Cards, Mobile | April 3, 2017 - 06:18 PM | Scott Michaud
Tagged: apple, Imagination Technologies, PowerVR
This morning, Imagination Technologies Group released a press statement announcing that Apple Inc. intends to phase out their technology in 15 to 24 months. Imagination has doubts that Apple could have circumvented every piece of intellectual property, and they have requested proof from Apple that their new solution avoids all patents, trade secrets, and so forth. According to Imagination’s statement, Apple has, thus far, not provided that proof, and they don’t believe Apple’s claims.
On the one hand, it makes sense that Apple would not divulge their own trade secrets to their current-partner, soon-competitor until it’s necessary for them to do so. On the other hand, GPUs, based on previous stories, like the Intel / NVIDIA cross-license six years ago, are still a legal minefield for new players in the industry.
So, in short, Apple says they don’t need Imagination anymore, but Imagination calls bull.
From the financial side of things, Apple is a gigantic chunk of Imagination’s revenue. For the year ending on April 30th, 2016, Apple contributed about £60.7 million GBP (~$75 million USD in today’s currency) to Imagination Technology’s revenue. Over that same period, Imagination Technology’s entire revenue was £120.0 million GBP ($149.8 million USD in today’s currency).
To see how losing essentially half of your revenue can damage a company, I’ve included a screenshot of their current stock price (via Google Finance... and I apologize for the tall shot). It must be a bit scary to do business with Apple, given how much revenue they can add and subtract on a moment’s notice. I’m reminded of the iPhone 6 sapphire glass issue, where GT Advanced Technologies took on a half-billion dollars of debt to create sapphire for Apple, only to end up rejected in the end. In that case, though, Apple agreed to absolve the company of its remaining debt after GT liquidated its equipment.
As for Apple’s new GPU? It will be interesting to see how it turns out. Apple already has their own low-level graphics API, Metal, so they might have a lot to gain, although some macOS and iOS applications use OpenGL and OpenGL ES.
We’ll find out in less than two years.
Subject: General Tech | March 22, 2016 - 02:39 PM | Jeremy Hellstrom
Tagged: apple, Imagination Technologies, rumours
Various sites have been abuzz this morning with rumours of Apple seeking to acquire the manufacturer of the PowerVR graphics chips they utilize, Imagination Technologies. Apple has now flatly denied this rumour; which means simply that they have denied that they are making an offer at this time. That makes sense regardless of the truth of the rumour, driving up the stock price makes the acquisition more expensive for Apple so a public denial makes financial sense whether they do plan to buy the company in the future.
It does make some sense to own your hardware provider and their patents, but it is not as advantageous as it once was. Many companies have found outsourcing their manufacturing to make more sense financially, preferring to buy out competitors to gain market share and patents instead. We will keep an eye out for any new developments but it does not seem likely that we will see a deal go through in the near future.
"From time to time, Apple talks with companies about potential acquisitions. We had some discussions with Imagination, but we do not plan to make an offer for the company at this time."
Here is some more Tech News from around the web:
- Andy Grove has passed on @ Intel
- TSMC likely to raise 2016 capex @ DigiTimes
- How To Test Solid State Drive Health with GNOME Disks @ Linux.com
- iOS 9.3 now available for iPhones and iPads with CarPlay and Night Shift updates @ The Inquirer
- iOS flaw exploited to decrypt iMessages, access iThing photos @ The Register
- Google slings critical patch at exploited Linux kernel root hole @ The Register
- Intel in 3D and virtual reality dash @ The Register
- OLEDs benefit from organic electron injection material @ Nanotechweb
- Smanos W020i WiFi Alarm System Review @ NikKTech
- 5 Wide and Tall Monitors with Hacked Bezels for Wall of Awesome @ Hack a Day
- Wine Makes It Possible To Run Vulkan Windows Programs On Linux @ Slashdot
- AIDA64 v5.70 released
Subject: Graphics Cards, Mobile, Shows and Expos | February 23, 2016 - 08:46 PM | Scott Michaud
Tagged: raytracing, ray tracing, PowerVR, mwc 16, MWC, Imagination Technologies
For the last couple of years, Imagination Technologies has been pushing hardware-accelerated ray tracing. One of the major problems in computer graphics is knowing what geometry and material corresponds to a specific pixel on the screen. Several methods exists, although typical GPUs crush a 3D scene into the virtual camera's 2D space and do a point-in-triangle test on it. Once they know where in the triangle the pixel is, if it is in the triangle, it can be colored by a pixel shader.
Another method is casting light rays into the scene, and assigning a color based on the material that it lands on. This is ray tracing, and it has a few advantages. First, it is much easier to handle reflections, transparency, shadows, and other effects where information is required beyond what the affected geometry and its material provides. There are usually ways around this, without resorting to ray tracing, but they each have their own trade-offs. Second, it can be more efficient for certain data sets. Rasterization, since it's based around a “where in a triangle is this point” algorithm, needs geometry to be made up of polygons.
It also has the appeal of being what the real world sort-of does (assuming we don't need to model Gaussian beams). That doesn't necessarily mean anything, though.
At Mobile World Congress, Imagination Technologies once again showed off their ray tracing hardware, embodied in the PowerVR GR6500 GPU. This graphics processor has dedicated circuitry to calculate rays, and they use it in a couple of different ways. They presented several demos that modified Unity 5 to take advantage of their ray tracing hardware. One particularly interesting one was their quick, seven second video that added ray traced reflections atop an otherwise rasterized scene.
It was a little too smooth, creating reflections that were too glossy, but that could probably be downplayed in the material ((Update: Feb 24th @ 5pm Car paint is actually that glossy. It's a different issue). Back when I was working on a GPU-accelerated software renderer, before Mantle, Vulkan, and DirectX 12, I was hoping to use OpenCL-based ray traced highlights on idle GPUs, if I didn't have any other purposes for it. Now though, those can be exposed to graphics APIs directly, so they might not be so idle.
The downside of dedicated ray tracing hardware is that, well, the die area could have been used for something else. Extra shaders, for compute, vertex, and material effects, might be more useful in the real world... or maybe not. Add in the fact that fixed-function circuitry already exists for rasterization, and it makes you balance gain for cost.
It could be cool, but it has its trade-offs, like anything else.
Business Model Based on Partnerships
|Alexandru Voica works for Imagination Technologies. His background includes research in computer graphics at the School of Advanced Studies Sant'Anna in Pisa and a brief stint as a CPU engineer, working on several high-profile 32-bit processors used in many mobile and embedded devices today. You can follow Alex on Twitter @alexvoica.|
Some months ago my colleague Rys Sommefeldt wrote an article offering his (deeply) technical perspective on how a chip gets made, from R&D to manufacturing. While his bildungsroman production covers a lot of the engineering details behind silicon production, it is light on the business side of things; and that is a good thing because it gives me opportunity to steal some of his spotlight!
This article will give you a breakdown of the IP licensing model, describing the major players and the relationships between them. It is not designed to be a complete guide by any means and some parts might already sound familiar, but I hope it is a comprehensive overview that can be used by anyone who is new to product manufacturing in general.
The diagram below offers an analysis of the main categories of companies involved in the semiconductor food chain. Although I’m going to attempt to paint a broad picture, I will mainly offer examples based on the ecosystem formed around Imagination (since that is what I know best).
A simplified view of the manufacturing chain
Let’s work our way from left to right.
Traditionally, these are the companies that design and sell silicon IP. ARM and Imagination Technologies are perhaps the most renowned for their sub-brands: Cortex CPU + Mali GPU and MIPS CPU + PowerVR GPU, respectively.
Given the rapid evolution of the semiconductor market, such companies continue to evolve their business models beyond point solutions to become one-stop shops that offer more than for a wide variety of IP cores and platforms, comprising CPUs, graphics, video, connectivity, cloud software and more.
Subject: General Tech | March 17, 2015 - 01:18 PM | Jeremy Hellstrom
Tagged: hsa foundation, hsa, amd, arm, Samsung, Imagination Technologies, HSAIL
We have been talking about the HSA foundation since 2013, a cooperative effort by AMD, ARM, Imagination, Samsung, Qualcomm, MediaTek and TI to design a heterogeneous memory architecture to allow GPUs, DSPs and CPUs to all directly access the same physical memory. The release of the official specifications today are a huge step forward for these companies, especially for garnering future mobile market share as physical hardware apart from Carrizo becomes available.
Programmers will be able to use C, C++, Fortran, Java, and Python to write HSA-compliant code which is then compiled into HSAIL (Heterogeneous System Architecture Intermediate Language) and from there to the actual binary executables which will run on your devices. HSA currently supports x86 and x64 and there are Linux kernel patches available for those who develop on that OS. Intel and NVIDIA are not involved in this project at all, they have chosen their own solutions for mobile devices and while Intel certainly has pockets deep enough to experiment NVIDIA might not. We shall soon see if Pascal and improvements Maxwell's performance and efficiency through future generations can compete with the benefits of HSA.
The current problem is of course hardware, Bald Eagle and Carrizo are scheduled to arrive on the market soon but currently they are not available. Sea Islands GPUs and Kaveri have some HSA enhancements but with limited hardware to work with it will be hard to convince developers to focus on programming HSA optimized applications. The release of the official specs today is a great first step; if you prefer an overview to reading through the official documents The Register has a good article right here.
"The HSA Foundation today officially published version 1.0 of its Heterogeneous System Architecture specification, which (if we were being flippant) describes how GPUs, DSPs and CPUs can share the same physical memory and pass pointers between each other. (A provisional 1.0 version went live in August 2014.)"
Here is some more Tech News from around the web:
- Droidberry dangles: Why the BlackBerry-Samsung alliance is big potatoes @ The Register
- BlackBerry: FREAK SSL bug affects BES, BBM and BlackBerry smartphones @ The Inquirer
- Apple will pay you to ditch your Android or BlackBerry smartphone @ The Inquirer
- Ext4 Filesystem Improvements to Address Scaling Challenges @ Linux.com
- Microsoft gives EMET divine powers to repel God Mode attack @ The Register
- Microsoft RE-BORKS Windows 7 patch after reboot loop horror @ The Register
- Fujitsu Could Help Smartphone Chips Run Cooler @ Slashdot
- Gigabyte announces financial results for 2014 @ DigiTimes
- 3D Audio Standard Released @ Slashdot
- NikKTech And Nanoxia Spring Break EU Giveaway
Subject: Graphics Cards, Mobile, Shows and Expos | March 7, 2015 - 07:00 AM | Scott Michaud
Tagged: vulkan, PowerVR, Khronos, Imagination Technologies, gdc 15, GDC
Possibly the most important feature of upcoming graphics APIs, albeit the least interesting for enthusiasts, is how much easier driver development will become. So many decisions and tasks that once laid on the shoulders of AMD, Intel, NVIDIA, and the rest will now be given to game developers or made obsolete. Of course, you might think that game developers would oppose this burden, but (from what I understand) it is a weight they already bear, just when dealing with the symptoms instead of the root problem.
This also helps other hardware vendors become competitive. Imagination Technologies is definitely not new to the field. Their graphics powers the PlayStation Vita, many earlier Intel graphics processors, and the last couple of iPhones. Despite how abrupt the API came about, they have a proof of concept driver that was present at GDC. The unfinished driver was running an OpenGL ES 3.0 demo that was converted to the Vulkan API.
A screenshot of the CPU usage was also provided, which is admittedly heavily cropped and hard to read. The one on the left claims 1.2% CPU load, with a fairly flat curve, while the one on the right claims 5% and seems to waggle more. Granted, the wobble could be partially explained by differences in the time they chose to profile.
According to Tom's Hardware, source code will be released “in the near future”.
Subject: Graphics Cards, Mobile | February 26, 2015 - 02:15 PM | Ryan Shrout
Tagged: super-gpu, PowerVR, Imagination Technologies, gt7900
As a preview to announcements and releases being made at both Mobile World Congress (MWC) and the Game Developers Summit (GDC) next week, Imagination Technologies took the wraps off of a new graphics product they are calling a "super-GPU". The PowerVR GT7900 is the new flagship GPU as a part of its Series7XT family that is targeting a growing category called "affordable game consoles." Think about the Android-powered set-top devices like the Ouya or maybe Amazon's Kindle TV.
PowerVR breaks up its GPU designs into unified shading clusters (USCs) and the GT7900 has 16 of them for a total of 512 ALU cores. Imagination has previously posted a great overview of its USC architecture design and how you can compare its designs to other GPUs on the market. Imagination wants to claim that the GT7900 will offer "PC-class gaming experiences" though that is as ambiguous as the idea of a work load of a "console-level game." But with rated peak performance levels hitting over 800 GFLOPS in FP32 and 1.6 TFLOPS in FP16 (half-precision) this GPU does have significant theoretical capability.
|PowerVR GT7900||Tegra X1|
|GPU Clock||800 MHz||1000 MHz|
|Process Tech||16nm FinFET+||20nm TSMC|
Imagination also believes that PowerVR offers a larger portion of its peak performance for a longer period of time than the competition thanks to the tile-based deferred rendering (TBDR) approach that has been "refined over the years to deliver unmatched efficiency."
The FP16 performance number listed above is useful as an extreme power savings option where the half-precision compute operates in a much more efficient manner. A fair concern is how many applications, GPGPU or gaming, actually utilize the FP16 data type but having support for it in the GT7900 allows developers to target it.
Other key features of the GT7900 include support for OpenGL ES 3.1 + AEP (Android Extension Pack), hardware tessellation and ASTC LDR and HDR texture compression standards. The GPU also can run in a multi-domain virtualization mode that would allow multiple operating systems to run in parallel on a single platform.
Imagination believes that this generation of PowerVR will "usher a new era of console-like gaming experiences" and will showcase a new demo at GDC called Dwarf Hall.
I'll be at GDC next week and have already setup a meeting with Imagination to talk about the GT7900 so I can have some hands on experiences to report back with soon. I am continually curious about the market for these types of high-end "mobile" GPUs with the limited market that the Android console market currently addresses. Imagination does claim that the GT7900 is beating products with performance levels as high as the GeForce GT 730M discrete GPU - no small feat.