TAILIEUCHUNG - 3D Graphics with OpenGL ES and M3G- P16

3D Graphics with OpenGL ES and M3G- P16: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. | 134 PERFORMANCE AND SCALABILITY CHAPTER 6 of writing boasts VGA true color displays powered by dedicated GPUs and 600MHz multicore ARM11 processors with vector floating-point units. Currently only the expensive smart phones have dedicated graphics processors but the situation is changing rapidly with ever-cheaper GPU designs entering the feature phone market. Programming standards such as OpenGL ES attempt to unify the variety of devices by providing a common interface for accessing the underlying graphics architecture they act as hardware abstraction layers. This is important as now the set of available graphics features is reasonably constant from the programmer s point of view. Apart from the API and feature set these standards unify a third important factor the underlying rendering model. Both OpenGL ES and M3G build on the shoulders of desktop OpenGL by adopting its rendering paradigms as well as its well-specified and documented pipeline. So even though a programmer can assume to have more or less the same feature set on a low-end and a high-end device use the same APIs to program both and have some expectations about the rendering quality one thing cannot be guaranteed performance. SCALABILITY When building a scalable 3D application two major factors need to be taken into account. First of all the application should have maximum graphics performance no major bottlenecks or loss of performance should exist. This is extremely important as the lowest-end mobile phones being targeted have very limited capabilities. The second thing to consider is identifying all aspects of the rendering process that can be scaled. Scaling in this context means that once an application runs adequately on the lowest-end device being targeted the application can be made more interesting on devices that have better rendering performance by adding geometric detail using higher-quality textures more complex special effects better screen resolution more accurate physics more .

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65    137    1    26-12-2024
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