PowerVR is a division of Imagination Technologies (formerly VideoLogic) and is also their brand of 3D accelerators which is the most popular choice for portable 3D devices, but is no longer available in desktop PCs. The 3D accelerators are not manufactured by PowerVR, but instead the IP is licensed to other companies such as NEC.
The primary competitor to the PowerVR set of 3D chips in the late 1990s was the Voodoo series from 3dfx which would eventually become the market leader, before serious competition by ATI and NVIDIA expelled both companies from primary roles in the PC industry. Since 2002, many PC games no longer officially support the PowerVR.
STM's STG5000 chip (right) was based upon the PowerVR4 which did include hardware T&L but it never came to commercial fruition.
Products that use the MBX include:
Renesas SH7770 (SH-Navi I) -- MBX + VGP + FPU + SH-4, Renesas unidentified -- MBX + SuperH
Renesas SH73182 (SH-Mobile3) -- MBX Lite + SH-4, Renesas SH73230 (SH-MobileA) -- MBX Lite + SH-4, Renesas SH-MobileG -- MBX Lite + SH-4
Renesas SH3707 -- MBX + VGP + FPU + SH-4
Intel 2700G (Marathon) -- MBX Lite (as a companion to the Intel XScale processor PXA27x)
Texas Instruments OMAP2420 -- MBX + VGP + FPU + ARM11
Texas Instruments OMAP2430 -- MBX Lite + VGP Lite + FPU + ARM11
Texas Instruments OMAPV2230 -- MBX Lite + FPU + ARM11
Texas Instruments OMAP3430 -- MBX Lite + VGP Lite + ARM Cortex-A8
Philips Nexperia PNX4008 -- MBX Lite + ARM9
Freescale i.MX31 -- MBX Lite + FPU + ARM11
Samsung S3C2460 -- MBX Lite + FPU + ARM9
In order to render, the display is split into rectangular sections in a grid pattern. Each section is known as a tile. With each tile is associated a list of the triangles that visibly overlap that tile. Each tile is rendered in turn to produce the final image.
Tiles are rendered using a process similar to ray tracing. Rays are cast onto the triangles associated with the tile and a pixel is rendered from the triangle closest to the camera. The PowerVR hardware calculates the depths associated with each polygon for one tile row in 1 cycle.
The advantage of this method is that, unlike with a more traditional z buffered rendering pipeline, work is never done determining what a polygon looks like in an area where it is obscured by other geometry. It also allows for correct rendering of partially transparent polygons independent of the order in which they are processed by the polygon producing application. However, this capability was only implemented in Series 1 and 2. It has been removed since for lack of API support and cost reasons. More importantly, as the rendering is circumscribed to a tile at a time, the whole tile can be in fast onchip memory, which is flushed to video memory before passing on to render the next tile. Note that, under ideal circumstances, each tile only needs to be visited once per frame.
PowerVR is not the only pioneer of tile based deferred rendering, but the only one to successfully bring a TBDR solution to market. Microsoft originally conceptualised the idea with their abandoned "Talisman" project. Gigapixel, a company that developed IP for tile based deferred 3D graphics, were bought by 3Dfx, who were subsequently bought by Nvidia. Nvidia has no official plans to pursue tile based rendering at current.
Intel uses a similar concept in their integrated graphics solutions. However, their method, coined Zone Rendering, does not perform full hidden surface removal (HSR) and deferred texturing, therefore wasting fillrate and texture bandwidth on pixels that are not visible in the final image.
Recent advances in hierarchical z buffering have effectively incorporated ideas previously only used in deferred rendering, including the idea of being able to split a scene into tiles and of potentially being able to accept or reject tile sized pieces of polygon.
| Product | Type | Chip Name | Clock Rate |
|---|---|---|---|
| Apocalypse 3d/3dx | 3D PC add-in board | PCX-1 and PCX-2 | 66 MHz |
| Product | Type | Chip Name | Clock Rate |
|---|---|---|---|
| Sega Dreamcast | console | CLX2 | 100 MHz |
| Neon250 | 2D/3D PC add-in board | PowerVR 250PC | 125 MHz |
| Naomi Arcades | set top boxes | CLX2 | 100 MHz |
| Naomi2 Arcades | set top boxes | 2 CLX2s + ELAN | 100 MHz |
| Product | Type | Chip Name | Clock Rate |
|---|---|---|---|
| KYRO | 2D/3D PC add-in board | STG4000 | 115 MHz |
| KYRO II | 2D/3D PC add-in board | STG4500 | 175 MHz |
| KYRO IISE | 2D/3D PC add-in board | STG4800 | 200 MHz |
SGX (next generation fully programmable unified shader architecture):