Trends and Standards for 3D Graphics for Handsets
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Transcript of Trends and Standards for 3D Graphics for Handsets
Trends and Standards for 3D Trends and Standards for 3D Graphics for HandsetsGraphics for Handsets
Christophe Quarre’Advanced System Technology, Shanghai Lab
STMicroelectronics
State Key Lab of CAD&CG, Zhejiang University1-3 March 2005
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Outline
Handhelds VS Desktops.... new industry
Challenges for ISVs
Standards for graphics mobile.... and 3D acceleration
The key players... ISVs & IHVs
Conclusion
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Mobile 3D industry
Mobile phones are about to be transformed in personal compute devices
Graphics capabilities will be a key ingredient – just as on the PC
Before we had 2D, but now we want 3D !
The Mobile 3D industry is embryonic - but moving fast!
We are where PC graphics were in 1996 But evolving about three times faster!
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Game market in Korea
0
50
100
150
200
250
300
350
400
450
500
Online game Mobile Video(PS2,XBOX)
Arcade game PC game
200120022003
<From : 2003 Korea Game White Paper>
[USD million]
Surging Video and mobile game market
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Desktop vs. Handheld Systems
Desktop Handheld
CPU INTEL1GHz up to >3GHz
ARM as de-facto standard100MHz to 500+MHz
FPU YES Today ARM9 (Nomadik 1 @ ST) NOTomorrow ARM11(Nomadik 2 @ ST) YES
CACH, MEMORY, BANDWIDTH
Very big,power hungry
~10s of KB of eSRAM~1 MB of eDRAM is now feasible~100s of MB DDR-SDRAM Ultra low power design library
RESOLUTION SVGA>1024 * 768 pixels
QVGA (320*240)VGA (640*480)
GPU (e.g.) Nvidia: GeForce 6800,ATI: Radeon X800
IMG, Falanx, ATI, nVidia, Bitboys and others
3D API OpenGL1.5 / 2.0DirectXJava3D
OpenGL ES 1.0/1.1and future 2.0D3DM
JSR184 M3G
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Challenges on Handheld Platforms
Small battery, small CPU
Management of Host CPU unload max work on Host CPU
and hardware resources can save 90% of battery life !
Limited system memory size and bandwidth
Memory architecture will make the difference !!
Cache memory; buffers compression
A wide range of Mobiles and gfx architectures, from Low-End High-End
Means scalable and flexible solutions !!!
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Challenges for Software Vendors 1/2
If we consider 3 likely classes of handheld device
Class A : High-performance CPU, GPU with vertex processing + FPU Class B : High-performance CPU, GPU with vertex processing Class C : CPU, rasterizer
Classes B and C, low cost will likely ship in higher volume,
therefore may offer more revenue opportunities for software vendors but yet platforms do not have floating-point support (FPU)
Class A device may win out for better capacity and performance
Software vendors must cover all the bases to guarantee success
Observation
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Challenges for Software Vendors 2/2
How to develop or port rich and attractive applications with such a spread of computational capabilities?
System Software must be scalable with Unified driver architecture to rapidly be adapted to different system architectures
Middleware is a key component
E.g. RenderWare (Criterion) optimized for Nokia N-gage
Action
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Standardization
Different class of mobiles and Handsets, different capabilities
Many Graphics accelerator Suppliers
Graphics low power for mobile is a new industry
Need for standardizations
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An Important and leading Group
Member-funded industry consortium
Lead specification of open standard, multi-platform, royalty-free low level APIs for HW acceleration
Leverage graphics technology by working closely with ISVs IHVs
2002Embedded 3D
Graphics Acceleration
2004Embedded 2D Vector
Graphics Acceleration
2000Streaming Media
Control and Video Acceleration
2004Embedded Media
Primitive Acceleration
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Khronos Members
Promoting Members
Contributing Members
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OpenML Standard for Dynamic media authoring
royalty-free, cross-platform programming environment
Abstraction layer for capturing, transporting, processing, displaying, and synchronizing digital media :–
audio/video streams 2D/3D graphics streams
OpenGL extensions for accelerated video processing
Lowest level of unified functionality, thinnest layer on top of HW
Application
Windows system
OpenGL OpenGL Extension
MLdc ML
Synchronisation
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OpenVG 1/2 Standard for Vector Graphics acceleration
Why OpenVG ?
2D vector graphics is necessary for high quality GUIs or Font display on small display
Need hardware acceleration for useful performance Existing vector graphics APIs are proprietary and developers must rewrite
code for each platform Existing APIs usually designed for software rendering
Vector Graphics Exemple
Original image SVG zoom Bitmap zoom
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OpenVG 2/2 Standard for Vector Graphics acceleration
OpenVG: Royalty-free, cross-platform, low-level APIs for hardware acceleration for high quality 2D vector graphics.
Interface for vector graphics libraries such as Flash and SVG
Same framework as OpenGL|ES combine with 3D APIs (Blending, lighting, texturing…)
OpenVG1.0 specs is currently under review by selected ISVs. Official release expected in March 2005 !
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OpenMAX Standard for Media acceleration primitive
OpenMAX: royalty-free, cross-platform, common APIs for multimedia application
standardizes access to media processing primitives used extensively in graphics, audio and image libraries and video codecs (eg. MPEG-4)
Benefit: Accelerate porting of multimedia SW
Currently in development, expected release in End 2005
VideoMPEG-4
H.264Etc.
VoiceG.7xx
Etc
AudioMP3AACetc.
ImageJPEG
JPEG2k etc
Mul
timed
iaA
PI’s
RISC DSP
SMP H/Waccel M
ultim
edia
Acc
eler
ator
s
The problem
PORTING PROBLEM! slow down multimedia sw development
POORLY optimized
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OpenMAX Standard for Media acceleration primitive
Accelerating a broad range of media types
3DSmall footprint 3D for embedded systems
VideoDynamic Media
Authoring
Vector 2DLow-level hardware
acceleration API
Media Engines – CPUs, DSP, Hardware Accelerators etc.
Accelerated media primitives for cross-platform acceleration
of media libraries
Image librariesVideo Codecs
Sound Libraries
Applications
Three media libraries called by applications. Can be ported
directly to silicon.
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OpenGL ES Standard for Embedded 3D graphics acceleration
Khronos has created a small-footprint subset of OpenGL Created with the blessing and cooperation of the OpenGL ARB
Full functionality for 3D games On a wide variety of platforms – including fixed point processors
Eliminate Redundancy
Eliminate Workstation Functionality
ARBFeedback and Ratification
EmbeddedFocus
WorkstationFocus
Small footprint e.g. 50KB software
engines
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OpenGL ES Roadmap Update OpenGL ES every year by default
To expose rapidly developing handheld platforms capabilities BUT ONLY introduce features with proven demand from ISVs or IHVs
Guarding against unnecessary pieces of HW Track and adapt developments in desktop OpenGL
OpenGL ES 2.0OpenGL ES 2.0
OpenGL 2.0OpenGL 2.0
OpenGL ES 1.1OpenGL ES 1.1
OpenGL ES 1.0OpenGL ES 1.0
OpenGL 1.3OpenGL 1.3
OpenGL 1.5OpenGL 1.5
Enabling software AND hardware implementations – including small-footprint, low-end fixed point platforms
Shader programmability for embedded devices
Widely available cross-platform 3D
graphics API
Full high-level shading language capability to harness the power of programmable hardware
Mid-03 Mid-04 Mid-05
Increasing emphasis on enabling emerging hardware with video
support and enhanced 3D pipeline
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Java The multiplatform language
Game developers prefer Java, better for creating and managing tools and high level gfx libraries
But still need low level access to the 3D HW
Binding to OpenGL and OpenGL|ES JSR 231 – OpenGL (Expert Group created in Oct 2003) JSR 239 – OpenGL ES (Expert Group created in March 2004)
Wrappers around native OpenGL ES implementation
Higher level, Scene Graph API JSR 184 – Mobile 3D Graphics API for J2METM (Released in Nov 03)
can be built on a native OpenGL ES implementation can be layered on JSR 239Reduce application size for OTA downloading
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SW Standards layers for 3D Mobile graphics
C/C++ Applications
Scenegraph APIsM3G (JSR 184)
MiddlewareLibraries
GamesEngines
JavaApplications
Hardware OpenGL ES
Engines
Software OpenGL ES
Engines
Operating Systems
Low-level3D Graphics
API
High-levelGraphicsLibraries
Applications
J2ME
Hardware Hardware
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Graphics SW (Engine, Middleware…) Providers
Games developers
Game Engine, Middleware, Dev. tools
OpenGL|ES implementation and driver, Authoring tools...
JSR184/239
Mascot CapsuleMascot CapsuleX-FORGEX-FORGE
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Graphics HW acceleration Providers
AcceleonAcceleon G30/G40™G30/G40™
PowerVR MBX / MBX LitePowerVR MBX / MBX Lite
GoForce 4000/3000GoForce 4000/3000
IMAGEON 2300IMAGEON 2300
And And of course !!of course !!
Mali50/100Mali50/100
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Mobile Multimedia chips Providers
ARM9 (200MHz), VFP, MBX
ARM11 (330MHz), TMS310 (220MHz), VFP, MBX
ARM11 (500MHz), MMDSP(ST), VFP, 3D Acc (ST)
Hitachi semiconductor Mitsubishi semiconductor
SH-CPU (600MHz), SH-DSP, VFP, MBX
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Conclusion
3D graphics for mobile is a new industry,
for a new market...
To be competitive, SW systems need to be scalable, with
unified low level standards,
unified drivers...
Middleware is the key for success,
to provide efficient data conditioning...