Graphics Pipeline and Rendering Technologies
High framerates, smooth animations, and quality display are key to user interaction. Igalia has years of experience building and optimizing many different parts of the graphics stack.
Companies developing software for mobile, embedded or desktop environments often find the graphics and rendering software stack to be one of their greatest challenges. The most successful devices and software platforms have optimized, frictionless user experience, including fast rendering and fluid touch interfaces.
At Igalia we have been creating high performance user interfaces and middleware for the past decade. Along the way, we've built accelerated compositors, eliminated hardware bottlenecks, optimized rendering of web browsers, and perfected font display.
Open source work is a part of our company culture, so we are long time contributors to and integrators of toolkits and APIs like Mesa, OpenGL, GTK+, EFL, Qt, Clutter/Cogl and Wayland. Some of our work includes:
- Implementation of new standards such as WebGL and WebAudio, multimedia acceleration and GStreamer integration in WebKit
- Maintenance of GStreamer support in WebKit
- Accelerated large drop-shadows in web engines
- Building cross-process graphics architectures and compositors for projects like WebKit2
We can help you ensure that your users have a compelling experience powered by an optimized graphics software stack.
- HTML acceleration
- Graphical toolkits
- Graphical libraries
- Accelerated Rendering
- Accelerated Compositing
Bloom Filter The bloom filter makes bright objects glow and bleed through other objects positioned in between them and the camera. It is a common post-processing effect used all the time in video games and animated movies. The demo supports …...
In this post I’ll discuss how I setup and render terrain mesh in the OpenGL terrain rendering demo. Most of the relevant code for this is in the ter-terrain.cpp file. Setting up a grid of vertices Unless you know how … Continue reading →
It has been a long time indeed since my last entry here. But I have actually been quite busy on a new adventure: graphics driver development. Two years ago I started contributing to Mesa, mostly to the Intel i965 backend, as a member of the Igalia...
I have been quite busy with various things in the last few weeks, but I have finally found some time to clean up and upload the code of the OpenGL terrain render demo to Github. Since this was intended as … Continue reading →
Lately I have been working on a simple terrain OpenGL renderer demo, mostly to have a playground where I could try some techniques like shadow mapping and water rendering in a scenario with a non trivial amount of geometry, and … Continue reading...
After commit "i965: Fix calculation of the image height at start level", it is not needed. This commit removes the "warning: unused variable ‘i’" warning. Reviewed-by: Timothy ArceriAlejandro Piñeiro11/09/2016
glDrawRangeElements is used to draw triangles so the count of elements needs to be a multiple of three, so we need to be careful when dividing by the number of draw range elements we want. Fixes the 40 failing subtests on i965. Reviewed-by: Andres GomezAlejandro Piñeiro08/07/2016
Without this the i965 driver fails to load. Reviewed-by: Topi PohjolainenIago Toral05/07/2016
This patch adapts the test to the last change on mesa. Copying the rationale on that patch here: For the case (both src or dst) where we had a texobject, but the texobject target was not the same that the method target, this spec paragraph was...Alejandro Piñeiro01/07/2016