Graphics for the Masses: A Hardware Rasterization Architecture for Mobile Phones |
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Jacob Ström Ericsson Research |
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ACM Transactions on Graphics, vol. 22, no. 3, |
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Trilinear mipmapping, 1 sample/pixel. About 50% more expensive in bandwidth than the image to the right. |
Rendered using inexpensive texture filtering & texture compression, Zmin-culling and with our FLIPQUAD multisampling. |
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Abstract
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. Paper and presentation:Download pdf Misc material:
Our work has been mentioned in EE Times. |