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Trends and Standards for 3D Graphics for Handsets. Christophe Quarre’ Advanced System Technology, Shanghai Lab STMicroelectronics [email protected] State Key Lab of CAD&CG, Zhejiang University 1-3 March 2005. Outline. Handhelds VS Desktops.... new industry Challenges for ISVs

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Trends and standards for 3d graphics for handsets

Trends and Standards for 3D Graphics for Handsets

Christophe Quarre’

Advanced System Technology, Shanghai Lab


[email protected]

State Key Lab of CAD&CG, Zhejiang University

1-3 March 2005


  • Handhelds VS Desktops.... new industry

  • Challenges for ISVs

  • Standards for graphics mobile.... and 3D acceleration

  • The key players... ISVs & IHVs

  • Conclusion

Mobile 3d industry
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!

Game market in korea
Game market in Korea

Surging Video and mobile game market

[USD million]

<From : 2003 Korea Game White Paper>

Challenges on handheld platforms
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 !!!

  • Challenges for software vendors 1 2
    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

    Challenges for software vendors 2 2
    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


    • Different class of mobiles and Handsets, different capabilities

    • Many Graphics accelerator Suppliers

    • Graphics low power for mobile is a new industry

      Need for standardizations

    An important and leading group
    An Important and leading Group

    • Member-funded industry consortium

    • Lead specification of open standard, multi-platform, royalty-freelow level APIs for HW acceleration

    • Leverage graphics technology by working closely with ISVs IHVs

    2004Embedded 2D Vector Graphics Acceleration

    2002Embedded 3D Graphics Acceleration

    2000Streaming Media Control and Video Acceleration

    2004Embedded Media Primitive Acceleration

    Khronos members
    Khronos Members

    Promoting Members

    Contributing Members

    Openml standard for dynamic media authoring
    OpenMLStandard 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

    Openvg 1 2 standard for vector graphics acceleration
    OpenVG 1/2Standard 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

    Openvg 2 2 standard for vector graphics acceleration
    OpenVG 2/2Standard 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 !

  • Openmax standard for media acceleration primitive









    JPEG2k etc






    OpenMAXStandard 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

    • The problem



    PORTING PROBLEM! slow down multimedia sw development  POORLY optimized








    Openmax standard for media acceleration primitive1
    OpenMAXStandard for Media acceleration primitive

    • Accelerating a broad range of media types


    Image librariesVideo CodecsSound Libraries

    VideoDynamic Media Authoring

    3DSmall footprint 3D for embedded systems

    Vector 2D

    Low-level hardware acceleration API

    Accelerated media primitives for cross-platform acceleration of media libraries

    Three media libraries called by applications. Can be ported directly to silicon.

    Media Engines – CPUs, DSP, Hardware Accelerators etc.

    Opengl es standard for embedded 3d graphics acceleration
    OpenGL ESStandard 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

    Feedback and Ratification




    Eliminate Redundancy

    Small footprint

    e.g. 50KB software engines

    Eliminate Workstation Functionality

    Opengl es roadmap
    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

    Full high-level shading language capability to harness the power of programmable hardware

    Shader programmability for embedded devices

    OpenGL 2.0

    OpenGL ES 2.0

    Widely available cross-platform 3D graphics API

    OpenGL 1.5

    Increasing emphasis on enabling emerging hardware with video support and enhanced 3D pipeline

    OpenGL ES 1.1

    OpenGL 1.3

    Enabling software AND hardware implementations – including small-footprint, low-end fixed point platforms

    OpenGL ES 1.0




    Java the multiplatform language
    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 239

        • Reduce application size for OTA downloading

    Sw standards layers for 3d mobile graphics
    SW Standards layers for 3D Mobile graphics



    C/C++ Applications



    Scenegraph APIsM3G (JSR 184)



    Low-level3D Graphics


    Hardware OpenGL ES


    Software OpenGL ES Engines


    Operating Systems



    Graphics sw engine middleware providers
    Graphics SW (Engine, Middleware…) Providers

    • Games developers

    • Game Engine, Middleware, Dev. tools

    • OpenGL|ES implementation and driver, Authoring tools...

    • JSR184/239


    Mascot Capsule

    Graphics hw acceleration providers
    Graphics HW acceleration Providers

    PowerVR MBX / MBX Lite



    IMAGEON 2300

    GoForce 4000/3000

    And of course !!

    Mobile multimedia chips providers
    Mobile Multimedia chips Providers

    ARM9 (200MHz), VFP, MBX

    ARM11 (330MHz), TMS310 (220MHz), VFP, MBX

    ARM11 (500MHz), MMDSP(ST), VFP, 3D Acc (ST)

    SH-CPU (600MHz), SH-DSP, VFP, MBX

    Hitachi semiconductor Mitsubishi semiconductor


    • 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...

  • Thank you !