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
In the previous post in this series I introduced how to render the shadow map image, which is simply the depth information for the scene from the view point of the light. In this post I will cover how to … Continue reading →
Hoy os hablo en la lengua de Cervantes para comentaros que el miércoles pasado fui invitado a dar una charla sobre Vulkan en el II Google DevFest Asturias organizado por GDG Asturias. Cabe destacar que este evento parte de la VII Semana de Impulso TIC...
There are several methods to create and display a terrain, in real-time. In this post, I will explain the approach I followed on the demo I’m writing for my work at Igalia. Some work is still in progress. The terrain had to meet the following...
Sometimes, when working with the mesa drivers, modifying or replacing a shader might be extremely useful for debugging. Mesa allows users to replace their shaders at runtime without having to change the original code by providing these environment...
In the previous post we talked about the Phong lighting model as a means to represent light in a scene. Once we have light, we can think about implementing shadows, which are the parts of the scene that are not … Continue reading →
Signed-off-by: Juan A. Suarez Romero (cherry picked from commit 5a71ed6fa5b78f04b29e972e0759fa15cf0247b2)Juan A. Suárez02/10/2017
Signed-off-by: Juan A. Suarez RomeroJuan A. Suárez02/10/2017
Signed-off-by: Juan A. Suarez Romero (cherry picked from commit bc12538a8e79113b733381ffdc0f6c89d59d0a50)Juan A. Suárez02/10/2017
Signed-off-by: Juan A. Suarez RomeroJuan A. Suárez25/09/2017
Signed-off-by: Juan A. Suarez Romero (cherry picked from commit 60df95c6bd8c8cc0d440f3940bbbe936d490c67d)Juan A. Suárez25/09/2017