TAILIEUCHUNG - 3D Graphics with OpenGL ES and M3G- P4

3D Graphics with OpenGL ES and M3G- P4:Mobile phones are the new vehicle for bringing interactive graphics technologies to consumers. Graphics that in the 1980s was only seen in industrial flight simulators and at the turn of the millennium in desktop PCs and game consoles is now in the hands of billions of people. This book is about the technology underpinnings of mobile threedimensional graphics, the newest and most rapidly advancing area of computer graphics. | 14 INTRODUCTION CHAPTER 1 Figure Uses of OpenGL ES in the Nokia N95 multimedia computer. On the left the multimedia menu and the mapping application of Nokia N95 on the right a mobile game. Images Copyright 2007 Nokia Corporation. See the color plate. Today you can get an overview about the market status by looking at the result databases of the different mobile graphics benchmarks JBenchmark4 Figure GLBenchmark5 Figure and the various Futuremark benchmarks6 Figure . Devices supporting M3G are available from all major handset vendors and OpenGL ES hardware is being supplied to them by several companies . AMD ARM NVIDIA and Imagination Technologies PowerVR . Practical implementations vary from software renderers on ARM7 processors to high-end GPUs. The initial focus of mobile 3D graphics has also broadened from games and screen savers it is now finding its way to user interfaces see Figures and and is available for the visualization needs of all applications. The emergence of open standards shows that healthy competition should occur over implementation quality performance cost and power consumption but not functionality that causes fragmentation. DESIGN PRINCIPLES The planning for the mobile 3D graphics standards was based on the background outlined earlier in this chapter the capabilities of mobile devices the available software platforms and the need to create an interesting unified market for both content developers and hardware vendors. It was clear from the start that a unified solution that caters for both Java and native applications was needed. A number of design principles outlined in the following were needed to guide the work. For a more in-depth exposition see the article byPullietal. PARV05 . 4 5 6 SECTION MOBILE GRAPHICS STANDARDS 15 Performance is crucial on devices with limited computation resources. To allow all of the processing power to be .

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