Graphics for the masses:: A hardware rasterization architecture for mobile phones

被引:56
|
作者
Akenine-Möller, T
Ström, J
机构
[1] Chalmers, Ericsson Mobile Platforms, Gothenburg, Sweden
[2] Ericsson Res, Stockholm, Sweden
来源
ACM TRANSACTIONS ON GRAPHICS | 2003年 / 22卷 / 03期
关键词
graphics hardware; mobile phone; culling; texture filtering; multisampling;
D O I
10.1145/882262.882348
中图分类号
TP31 [计算机软件];
学科分类号
081202 ; 0835 ;
摘要
The mobile phone is one of the most widespread devices with rendering capabilities. Those capabilities have been very limited because the resources on such devices are extremely scarce; small amounts of memory, little bandwidth, little chip area dedicated for special purposes, and limited power consumption. The small display resolutions present a further challenge; the angle subtended by a pixel is relatively large, and therefore reasonably high quality rendering is needed to generate high fidelity images. To increase the mobile rendering capabilities, we propose a new hardware architecture for rasterizing textured triangles. Our architecture focuses on saving memory bandwidth, since an external memory access typically is one of the most energy-consuming operations, and because mobile phones need to use as little power as possible. Therefore, our system includes three new key innovations: 1) an inexpensive multisampling scheme that gives relatively high quality at the same cost of previous inexpensive schemes, II) a texture minification system, including texture compression, which gives quality relatively close to trilinear mipmapping at the cost of 1.33 32-bit memory accesses on average, III) a scanline-based culling scheme that avoids a significant amount of z-buffer reads, and that only requires one context. Software simulations show that these three innovations together significantly reduce the memory bandwidth. and thus also the power consumption.
引用
收藏
页码:801 / 808
页数:8
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