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

Akenine-Möller, Tomas LU and Ström, Jacob (2003) In ACM Transactions on Graphics 22(3). p.801-808
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.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... (More)
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: I) 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. (Less)
Please use this url to cite or link to this publication:
author
organization
publishing date
type
Contribution to journal
publication status
published
subject
keywords
graphics hardware, texture filtering, mobile phone, culling, multisampling
in
ACM Transactions on Graphics
volume
22
issue
3
pages
801 - 808
publisher
ACM
external identifiers
  • scopus:4344702281
ISSN
0730-0301
DOI
10.1145/882262.882348
language
English
LU publication?
yes
id
81c73d50-2bce-4ca6-8e61-9b3c1ad16496 (old id 596094)
date added to LUP
2008-01-21 12:20:55
date last changed
2018-09-30 04:16:21
@article{81c73d50-2bce-4ca6-8e61-9b3c1ad16496,
  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.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: I) 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.},
  author       = {Akenine-Möller, Tomas and Ström, Jacob},
  issn         = {0730-0301},
  keyword      = {graphics hardware,texture filtering,mobile phone,culling,multisampling},
  language     = {eng},
  number       = {3},
  pages        = {801--808},
  publisher    = {ACM},
  series       = {ACM Transactions on Graphics},
  title        = {Graphics for the masses: a hardware rasterization architecture for mobile phones},
  url          = {http://dx.doi.org/10.1145/882262.882348},
  volume       = {22},
  year         = {2003},
}