OpenGL ES Enabled GPUs to Hit 1 Billion Units by 2014
SIGGRAPH, Los Angeles, CA -- Shipments of GPUs conformant with the Khronos OpenGL ES family of graphics APIs (Application Programming Interface) will reach 1 billion units per annum by 2014 according to Imagination Technologies.
Many of those platforms shipped in 2014 will be capable of delivering the latest capabilities of the new Khronos OpenGL ES 3.0 APIs, thanks to Imagination’s industry-leading PowerVR Series6 GPU processors.
Research conducted by Imagination, whose PowerVR GPU technology is the technology of choice for mobile and embedded graphics, suggest that SoCs (systems on chip) capable of supporting OpenGL ES 3.0, including products incorporating PowerVR Series6 GPUs, will begin to ship in products in mid-2013, and that tablets, smartphones and other products supporting OpenGL ES 3.0 will become a significant and growing part of a billion unit market by 2014. Imagination is providing OpenGL ES 3.0 capable PowerVR Series6 GPUs* to nine of the world’s leading semiconductor and electronics companies.
Imagination’s PowerVR Series6 ‘Rogue’ family of GPUs delivers the advanced capabilities of OpenGL ES 3.0 as well as OpenGL ES 2.0 and 1.1, and other key graphics APIs such as DirectX10 and 11. Imagination expects PowerVR will be the leading GPU driving OpenGL ES 3.0 adoption.
Say Tony King-Smith, VP marketing, Imagination: “The future of graphics is mobile. With such advanced features as multiple rendering targets, instancing, and more, Khronos’ OpenGL ES 3.0 is a significant step forward for mobile and embedded graphics, bringing mobile platforms another step closer to performance and feature set parity with traditionally more capable desktops and consoles. The widespread adoption by semiconductor manufacturers and developers has made our PowerVR family the GPU technology of choice for mobile application development. We are excited by this next phase of mobile GPU which will blur the boundaries between mobile and traditional high end graphics platforms.”
Imagination will show the capabilities of the new OpenGL ES 3.0 API with new demos for PowerVR Series6 including:
Leaves, featuring OpenGL ES 3.0 Transform Feedback. A storm of leaves swirls across the screen as transform feedback is used for position and orientation of each leaf and then instancing, another key OpenGL ES 3.0 feature, is used to draw the high complexity leaves with close to 300 polygons each.
Metropolis, featuring OpenGL ES 3.0 Instanced Geometry. A high-rise futuristic urban scene is rendered using hundreds of OpenGL ES 3.0 Instanced buildings and flying cars. Multiple Render Targets (MRT) are used to add atmospheric bloom effects adding to the cinematic feeling of the scene. High quality anti-aliasing and anisotropic filtering ensure top of the line image quality.
Shrine, featuring OpenGL ES 3.0 Multiple Render Target. An eerie night-time scene shows the benefits of Light Indexed Deferred Lighting using OpenGL ES 3.0 Multiple Render Targets. This advanced approach to scene lighting enables up to 4 light sources per pixel selected from up to 1024 lights per scene and can be efficiently combined with advanced hardware based anti-aliasing effects.
Says Dr. Jon Peddie, president of Jon Peddie Research: “With Imagination already delivering PowerVR GPU technology designed for OpenGL ES 3.0 to many leading chip makers, it seems reasonable to assume that the market for such devices will grow at an even faster pace than those for OpenGL ES 2.0. We see tablets, smartphones, automotive, and other embedded devices increasingly changing the landscape for where traditional demanding graphics applications are run – including in content creation and some areas of industrial CAD – as well as making tablets the ideal target for the most demanding AAA games developers.”
Says Laszlo Kishonti, CEO of Kishonti Ltd: “With OpenGL ES 3.0 now ratified and Imagination customers already preparing OpenGL ES 3.0 capable silicon for market the enablers are in place for hardware and software developers to deliver a fully next generation experience. GLBenchmark 3.0 will show the state of the art both through credible metrics and gorgeous visuals as OpenGL ES 3.0 content further solidifies mobile’s position as a key gaming experience platform as strong as console or PC.”