
Purpose of this page: To present our research on computer graphics for mobile platforms (phones, PDAs, portable gaming devices), and to give links to other
People involved:
The creation of two-dimensional images of three-dimensional scenes in real time using mobile devices (or wireless devices)
is becoming more and more common, and is, indeed, a differentiating factor for
the constructors of mobile devices. The type of mobile devices that we are interested
in here are mobile phones, personal digital assistants (PDAs), and smart phones (high
end mobile phones). Typical applications are man-machine interfaces, map applications, games,
avatars, screen savers, and more.
3D graphics on these devices is challenging due to at least two factors: 1) the display often has relatively small
resolution and is kept close to the user's eyes, and 2) they are powered by batteries.
In our research we have found that the average eye-to-pixel angle is larger for
mobile phones than for PCs and laptops. This implies that the quality in each pixel
should ultimately be better for a mobile device than for a PC. Since the devices
are powered by batteries, and because the user wants as long use time on the battery
as possible, one should be careful when using that resource. For computer
systems (such as the mobile phone, for example), a memory access to external
memory is typically the operation that uses most energy. Thus, when designing
graphics systems for mobile devices one should be extremely careful when using
memory resources, and in fact, one should attempt to minimize the memory
bandwidth usage.
Using little resources and having high image quality is a contradiction per se.
Our research attempts to explore new ways of reducing usage of resources while
maintaining a high image quality, or even improving image quality.
Some of our results are documented below.
Our paper iPACKMAN: High-Quality, Low-Complexity Texture Compression for Mobile Phones got the "Best Paper Award"
at the Graphics Hardware 2005 conference. iPACKMAN is also available as an optional extension in OpenGL ES 2.0.
OpenGL ES will be used in the Sony Playstation 3.
Hybrid has released their OpenGL ES 1.0 and 1.1
and M3G (formerly known as JSR-184) for free use
by developers (for non-commercial use). They have also opened an forum for
mobile graphics developers.
At SIGGRAPH 2004, Bitboys released three new graphics processors,
called G32, G34, and G40. Information about these can be found on the
Acceleon website. A really interesting thing is that our research has found its way into
their graphics hardware, and all architectures have both FLIPQUAD multisampling and PACKMAN texture
compression implemented.
| Publications | |
| Jacob Ström and Tomas Akenine-Möller, "iPACKMAN: High-Quality, Low-Complexity Texture Compression for Mobile Phones", Graphics Hardware 2005, pp. 63-70, 2005. Best paper award! | |
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Jacob Ström, and Tomas Akenine-Möller, "PACKMAN: Texture Compression for Mobile Phones", Technical sketch at SIGGRAPH 2004, August 2004. |
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Tomas Akenine-Möller and Jacob Ström, "Graphics for the Masses: A Hardware Rasterization Architecture for Mobile Phones", ACM Transactions of Graphics (Proceedings of ACM SIGGRAPH), vol. 22, no. 3, pp. 801-808, July 2003. |
Page Manager: Tomas Akenine-Möller"
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Last updated: 2009-08-21