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

Published:01 July 2003Publication History
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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.

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        cover image ACM Transactions on Graphics
        ACM Transactions on Graphics  Volume 22, Issue 3
        July 2003
        683 pages
        ISSN:0730-0301
        EISSN:1557-7368
        DOI:10.1145/882262
        Issue’s Table of Contents

        Copyright © 2003 ACM

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        Publication History

        • Published: 1 July 2003
        Published in tog Volume 22, Issue 3

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