{"title":"Handheld pixels","authors":"P. Nordlund","doi":"10.2312/EGWR/EGSR06/017-018","DOIUrl":null,"url":null,"abstract":"During this decade, pixels have become mobile. Cell phones, PDAs, handheld gaming consoles and other similar devices start to have color displays by standard and color displays are hungry for high-quality graphics. QVGA and VGA display resolutions are common, requiring dedicated hardware for graphics acceleration. Color displays and open platforms also invite games and other applications, which build on the availability of robust graphics. Handheld graphics acceleration is close to its desktop and games console counterparts Ű with content running on an embedded version of OpenGL, the OpenGL ES 2.0, vertex and pixel shaders are a requirement. Floating-point accuracy, lots of texture surfaces, plenty of performance Ű handheld pixels are of good quality and there are lots of them. Handheld gaming drives the handheld 3D graphics performance, but unlike on desktops, vector graphics hardware acceleration will become an even widely spread requirement on new handheld platforms. Applications such as the device's main graphical user interface and interactive maps are driving these requirements. In addition to performance, a strong driver for vector graphics on handhelds is image quality.\n The first handheld devices, including cell phones, with dedicated 3D graphics accelerators have already hit the market. By 2010, a large number of new cell phones and PDAs will be enabled with hardware vector- and 3D graphics acceleration. The volume of graphics acceleration enabled silicon chips shipping for handheld devices is expected to be significantly higher than for desktop PCs and gaming consoles. This creates a lucrative platform for game and application developers who want to develop handheld content with high-quality graphics.\n As there are numerous different handheld devices, the industry is fighting against fragmentation Ű widely adopted platforms must be created to enable universal content development across a wide range of platforms and end devices Ű the platform race is already on.\n All in all, the industry is busy creating all the essential components to bring high-quality programmable pixels to handheld devices. Content developers are already up-to speed to provide winning content for these devices. All in all, the future of handheld pixels looks rosy!","PeriodicalId":363391,"journal":{"name":"Eurographics Symposium on Rendering","volume":"15 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2006-06-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Eurographics Symposium on Rendering","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.2312/EGWR/EGSR06/017-018","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
During this decade, pixels have become mobile. Cell phones, PDAs, handheld gaming consoles and other similar devices start to have color displays by standard and color displays are hungry for high-quality graphics. QVGA and VGA display resolutions are common, requiring dedicated hardware for graphics acceleration. Color displays and open platforms also invite games and other applications, which build on the availability of robust graphics. Handheld graphics acceleration is close to its desktop and games console counterparts Ű with content running on an embedded version of OpenGL, the OpenGL ES 2.0, vertex and pixel shaders are a requirement. Floating-point accuracy, lots of texture surfaces, plenty of performance Ű handheld pixels are of good quality and there are lots of them. Handheld gaming drives the handheld 3D graphics performance, but unlike on desktops, vector graphics hardware acceleration will become an even widely spread requirement on new handheld platforms. Applications such as the device's main graphical user interface and interactive maps are driving these requirements. In addition to performance, a strong driver for vector graphics on handhelds is image quality.
The first handheld devices, including cell phones, with dedicated 3D graphics accelerators have already hit the market. By 2010, a large number of new cell phones and PDAs will be enabled with hardware vector- and 3D graphics acceleration. The volume of graphics acceleration enabled silicon chips shipping for handheld devices is expected to be significantly higher than for desktop PCs and gaming consoles. This creates a lucrative platform for game and application developers who want to develop handheld content with high-quality graphics.
As there are numerous different handheld devices, the industry is fighting against fragmentation Ű widely adopted platforms must be created to enable universal content development across a wide range of platforms and end devices Ű the platform race is already on.
All in all, the industry is busy creating all the essential components to bring high-quality programmable pixels to handheld devices. Content developers are already up-to speed to provide winning content for these devices. All in all, the future of handheld pixels looks rosy!
在这十年中,像素变得可移动。手机、掌上电脑、掌上游戏机和其他类似的设备开始有标准的彩色显示,彩色显示需要高质量的图像。QVGA和VGA显示分辨率是常见的,需要专用硬件来进行图形加速。彩色显示器和开放平台还邀请游戏和其他应用程序,这些应用程序建立在强大的图形可用性之上。手持图形加速接近桌面和游戏机的对应Ű,内容运行在嵌入式版本的OpenGL上,OpenGL ES 2.0,顶点和像素着色器是必需的。浮点精度,大量的纹理表面,大量的性能Ű手持像素质量很好,而且有很多。手持游戏驱动手持3D图形性能,但与台式机不同的是,矢量图形硬件加速将成为新的手持平台上广泛传播的需求。诸如设备的主图形用户界面和交互式地图等应用程序正在推动这些需求。除了性能之外,手持设备上矢量图形的一个强大驱动因素是图像质量。第一批手持设备,包括手机,配备了专门的3D图像加速器,已经进入市场。到2010年,大量新的手机和pda将支持硬件矢量和3D图形加速。用于手持设备的支持图形加速的硅芯片出货量预计将大大高于台式机和游戏机。这为想要开发具有高质量图像的手持内容的游戏和应用程序开发者创造了一个有利可图的平台。由于有许多不同的手持设备,行业正在与碎片化作斗争Ű必须创建广泛采用的平台,以便在各种平台和终端设备上进行通用内容开发Ű平台竞赛已经开始。总而言之,该行业正忙于创造所有必要的组件,为手持设备带来高质量的可编程像素。内容开发者已经加快了为这些设备提供成功内容的速度。总而言之,手持像素的未来看起来很美好!