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 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 →
As part of my work for Igalia I had to do some environment mapping. I was able to find plenty of high quality .hdr images online but I couldn’t find any (OSS) tool to convert them to cubemap images. Then, Nuclear ( John Tsiombikas) gave me the...
Just yesterday, Vulkan 1.0.54 was released. Among other things, it includes the specification for a new extension, VK_KHR_16bit_storage. And just yesterday, we sent to mesa-dev the implementation of this extension for Intel gen8+ GPUs, that is the outcome...
Some time ago I promised to write a bit more about how shadow mapping works. It has taken me a while to bring myself to actually deliver on that front, but I have finally decided to put together some posts … Continue reading →
We, at Igalia, have been involved in enabling ARB_gpu_shader_fp64 extension to different Intel generations: first Broadwell and later, then Haswell. Now IvyBridge support is finished and landed Mesa’s master branch. This feature was the last one to...
Fixes: 4f82b1728719 ("i965: Rewrite disassembly annotation code") Cc: Matt Turner Signed-off-by: Andres Gomez Reviewed-by: Matt TurnerAndrés Gómez18/11/2017
Introduced on commit 157c9a13414b524ce98ea0ea07fce819efc1ba65 Reviewed-by: Iago Toral QuirogaAlejandro Piñeiro14/11/2017
Signed-off-by: Andres Gomez (cherry picked from commit 96ad27f8fcf3979c577c052f725e2a80035295aa)Andrés Gómez11/11/2017
Signed-off-by: Andres GomezAndrés Gómez30/10/2017