Past, Present and Future

trexpeeverSoftware and s/w Development

Dec 13, 2013 (3 years and 5 months ago)

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Mobile Graphics Acceleration:

Past, Present and Future


Petri Nordlund, Bitboys

Agenda


Bitboys


Why Mobile Graphics Acceleration?


Brief History of Mobile Graphics Acceleration


Mobile Graphics Hardware Vendors


The Future


Demos

Bitboys

Bitboys Fact Sheet


Graphics hardware solutions company established in 1991



Offices in Espoo and Noormarkku, Finland



Number of staff: 41



Privately owned by management and investors

-
Cipio Partners (London, Munich)

-
Pohjola (Finland)

-
4 smaller Finnish investors



Financially stable, profitable and growing

-
Turnover 2003: 2,9 (0,5) M eur

-
Turnover 2004: 4,7 (1,6) M eur


Bitboys Products


Bitboys G12
-

OpenVG 1.0 vector graphics accelerator


Bitboys G34
-

OpenGL ES 1.1 3D graphics accelerator


Bitboys G40
-

OpenGL ES 2.0 3D graphics accelerator



Bitboys products are licensed to

semiconductor and mobile phone

manufacturers as IP (Intellectual

Property) cores



Bitboys cores are integrated into the

SoC (System
-
on
-
Chip) semiconductor

products manufactured by the licensor

of Bitboys technology

Why Mobile Graphics Acceleration?

Why Mobile Graphics Acceleration?


By the end of this decade

-
Mobile gaming becomes serious business

-
Several new companies will enter the digital entertainment business



Games have to look good and play slick

-
Requires an integrated hardware graphics processor



Given that an average mobile phone chipset already incorporates tens of
IP cores, a graphics processor is relatively inexpensive addition

-
On the other hand, already almost 10% of the silicon real
-
estate is
reserved for graphics rendering

Why Mobile Graphics Acceleration?


The need for graphics acceleration on mobile phones is driven by

-
Need to differentiate

-
Need to look good, anything visual sells

-
Games need it, developers want it to create better content

-
User interfaces need to be more responsive and easier to use

-
All other computing platforms have it already



Soon more graphics processors will be shipped on mobile phones than PCs

-
In performance, mobile graphics hardware is five years behind PCs


2D, 3D and Vector Graphics


The focus on PC graphics hardware is on 3D graphics

-
On mobiles, 2D bitmap and vector graphics have even a stronger pull
on the market



Vector graphics

-
Used for graphical user interfaces, games, applications and maps

-
Vector graphics hardware is easy and cost
-
effective to integrate

-
Provides content scalability and small content size

-
Standardized APIs

-
OpenVG 1.0 (low
-
level rendering API)

-
SVG (file format)

-
Flash Lite (from Macromedia)


Content Examples

Brief History of Mobile

Graphics Acceleration

The Brief History


2002


-

“Year 0”



-

No mobile graphics API standards available



-

Basically no market for mobile graphics hardware



-

Imagination introduces PowerVR MBX graphics processor



2003


-

Khronos introduces the OpenGL ES 1.0 API



-

Bitboys introduces the G10 graphics processor



-

ATI and NVIDIA enter the handheld graphics processor market



-

First serious deals signed



2004


-

Khronos introduces the OpenGL ES 1.1 API



-

Bitboys introduces the G34 and G40 graphics processors



-

All major semiconductor vendors and mobile phone manufactures




include 3D graphics acceleration on their roadmaps



2005


-

Khronos introduces the OpenGL ES 2.0 API, which supports vertex




and pixel shaders



-

Khronos introduces the OpenVG 1.0 for vector graphics rendering



-

Bitboys introduces the G12 graphics processor


The API Standards


OpenGL ES 1.1

-
Fixed
-
function (non
-
programmable) 3D graphics API

-
An embedded subset of the OpenGL 1.5 standard


OpenGL ES 2.0

-
Programmable 3D graphics API, vertex shaders and pixel shaders

-
Includes OpenGL Shading Language (a subset)

-
An embedded subset of the OpenGL 2.0 standard


OpenGL ES EGL

-
Interface between OpenVG/OpenGL ES APIs and the OS windowing system

-
Similar to WGL in PC Windows environment


OpenVG 1.0

-
Low
-
level API for 2D vector graphics


Mobile 3D Graphics API for J2ME™

-
A retained and immediate mode 3D API for Java environment


Microsoft Direct3D Mobile

-
Part of Windows CE 5.0

-
Similar to Direct3D on PC Windows

Currently Available Devices


Basically all devices with 3D graphics hardware accelerators have been
introduced during the past two years



Handheld gaming devices leading the pack

-
Sony PSP (Sony proprietary)

-
Gizmondo (NVIDIA GoForce 3D)



A small selection of phones available

-
Mitsubishi D504i (DoCoMo)

-
LG SV360 (ATI Imageon)

-
Samsung SPH
-
G1000 (Samsung 3D hardware?)



PDAs

-
Dell Axim X50v (Imagination MBX)

-
Samsung SPH
-
M7000 (Imagination MBX)


Device Gallery

Mitsubishi D504i

Sony PSP

LG SV360

Samsung SPH
-
G1000

Samsung SPH
-
M7000

Dell Axim X50v

Mobile Graphics Hardware Vendors

The Players


The major players are:

-
ATI




Canada

-
Bitboys




Finland

-
Falanx Microsystems


Norway

-
Imagination Technologies


UK

-
Mitsubishi




Japan

-
NVIDIA




US



All companies of 3D graphics hardware IP for handheld devices

-
ATI and NVIDIA also offer multimedia chips, with integrated 3D
graphics hardware


Typical Features


2D graphics

-
BitBlt, fill, raster operations



Vector graphics

-
Native vector graphics support or implementation over the 3D pipeline

-
Polygon rasterization with anti
-
aliasing

-
Texturing and gradients (linear and radial)



3D graphics

-
Geometry processing in hardware

-
Rasterization, supersample or multisample anti
-
aliasing

-
Two textures / pixel

-
Bilinear and trilinear texture filtering

-
Texture decompression

-
OpenGL ES 1.x pixel pipeline

Typical Performance


Geometry performance

-
1
-
3M triangles/s

-
Realistically 15
-
20k polygons/frame



Pixel processing

-
1 pixel per clock cycle => 100
-
200M pixels/second

-
Realistically 5 layers of pixels on QVGA/VGA resolution



Available memory bandwidth and power consumption are the two biggest
limiting factors

The Future

Displays and CPU


Displays

-
Expect to see QVGA resolution displays next year on many phone
models

-
Some gaming phones will use horizontal displays

-
VGA resolution in 2008



CPU

-
300 MHz ARM CPUs in 2006

-
600 MHz ARM CPUs in 2007
-
2008

-
Close to 1 GHz in 2008 with the next ARM Cortex family CPUs



Mobile Graphics Hardware


Still expecting a breakthrough in 2006 timeframe

-
Several interesting product announcements made this year

-
Expect graphics hardware in smartphones/gaming phones by the end
of the next year



Vector graphics acceleration will be widely adopted



Will take until 2007
-
2008 for graphics hardware to find its way to the high
-
volume basic phones



Expect full vertex and pixel shader support in 2007 with OpenGL ES 2.0



Expect robust performance


Mobile Gaming


Consolidation of:

-
Gaming platforms

-
Mobile game vendors



Battle over gaming platforms

-
DoCoMo i
-
mode

-
Nokia N
-
Gage

-
Qualcomm’s BREW

-
Symbian OS



Casual and branded games will generate

the largest revenue



Content delivery may no longer be an issue

-
Handset vendors have recognized the problem

and will provide solutions


WiFi, memory cards, …

User interfaces


Vector graphics and 3D graphics user interfaces

-
The main operating system GUI

-
Application specific user interfaces



Expect:

-
Animated backgrounds

-
Animated icons

-
Transparent windows

-
Customized skins

-
30FPS!

Demo Time!