The State of The Art in Mobile Graphics Research
The State of The Art in Mobile Graphics Research
The State of The Art in Mobile Graphics Research
74 July/August 2008 Published by the IEEE Computer Society 0272-1716/08/$25.00 © 2008 IEEE
Handhelds’ limitations
Compared to the desktop, handheld devices are
limited by
■ power supply,
■ computational power,
■ physical display size, and
© 2008 Nokia.
■ input modalities.
Primitives
Geometry Scene data
Primitives both processes must occur in hardware in real time.
For example, the color buffer can be compressed,
Tiling Transformed so when a triangle is rendered to a block of pix
Tile lists scene data els (say, 4 × 4) in the color buffer, the hardware
GPU attempts to compress this block. If this succeeds,
Primitives Memory the data is marked as compressed and sent back to
Rasterizer per tile the main memory in compressed form over the bus
pixel shader and stored in that form. Most buffer compression
Texture read algorithms are exact to avoid error accumulation.
However, if the algorithm is lossy, the color data
On-chip Write
can be lossily compressed and later recompressed,
Frame buffer
buffers and so on, until the accumulated error exceeds the
RGBA/Z
threshold for what’s visible. This is called tandem
compression, meaning that if compression fails, you
Figure 2. A tiling architecture. The primitives are being transformed must have a fallback that guarantees an exact color
and stored in external memory. There they are sorted into tile lists, buffer—namely, sending the data uncompressed.7
where each list contains the triangles overlapping that tile. This makes it Depth and stencil buffers might also be com
possible to store the frame buffer for a tile (for example, 16 × 16 pixels) pressed. The depth buffer deserves special men
in on-chip memory, which makes accesses to the tile’s frame buffer tion because its contents are proportional to 1/z,
extremely inexpensive. and when viewed in perspective, the depth values
over a triangle remain linear. Depth-buffer com
Compression pression algorithms heavily exploit this property,
Compression not only saves storage space, but it which accounts for higher compression rates. A
also reduces the amount of data sent over a net survey of existing algorithms appears elsewhere.8
work or a memory bus. For GPUs, compression Interestingly, all buffer codec algorithms are
and decompression (codec) have two major tar transparent to the user. All action takes place in the
gets: textures and buffers. GPU and is never exposed to the user or program
Textures are read-only images glued onto geomet mer, so there’s no need for standardization. There’s
rical primitives such as triangles. A texture codec no major difference for buffer codec on mobile
algorithm’s core requirements include fast random devices versus desktops, but mobile graphics has
access to the texture data, fast decompression, caused renewed interest in such techniques.
and inexpensive hardware implementation. The
random-access requirement usually implies that a Tiling architectures
block of pixels is compressed to a fixed size. For ex Tiling architectures aim to reduce the memory traf
ample, a group of 4 × 4 pixels can be compressed fic related to frame-buffer accesses using a com
from 3 × 8 = 24 bits per pixel down to 4 bits per pletely different approach. Tiling the frame buffer
pixel, requiring only 64 bits to represent the whole so that a small tile (such as a rectangular block of
group. As a consequence of this fixed-rate compres pixels) is stored on the graphics chip provides many
sion, most texture compression algorithms are lossy optimization and culling possibilities. Commercial
(for example, JPEG) and usually don’t reproduce the ly, Imagination Technologies and ARM offer mobile
original image exactly. Because textures are read- 3D accelerators using tiling architectures. Their core
only data and usually compressed offline, the time insight is that a large chunk of the memory accesses
spent compressing the image isn’t as important as are to buffers such as color, depth, and stencil.
the decompression time, which must be fast. Such Ideally, we’d like the memory for the entire frame
algorithms are sometimes called asymmetric. buffer on-chip, which would make such memory
As a result of these requirements, developers have accesses extremely inexpensive. However, this isn’t
adopted Ericsson Texture Compression (ETC) as a practical for the whole frame buffer, but storing a
new codec for OpenGL ES.6 ETC stores one base small tile of, say, 16 × 16 pixels of the frame buffer
color for each 4 × 4 block of texels and modifies on-chip is feasible. When all rendering has been
the luminance using only a 2-bit lookup index per finished to a particular tile, its contents can be
pixel. This technique keeps the hardware decom written to the external frame buffer in an efficient
pressor small. Currently, no desktop graphics APIs block transfer. Figure 2 illustrates this concept.
use this algorithm. However, tiling has the overhead that all the tri
Buffers are more symmetric than textures in angles must be buffered and sorted into correct tiles
terms of compression and decompression because after they’re transformed to screen space. A tiling
76 July/August 2008
unit creates, for each tile, a list of triangles overlap executing the pixel shader when you can determine
ping with that tile. Each tile can then be processed that the computation results won’t contribute to the
in turn or in parallel with others. This architecture’s final image anyway. For example, consider a block
main advantage is that frame-buffer accesses become of pixels that are all in shadow (completely black).
inexpensive. This must be balanced with the cost of If a high-level mechanism could determine conser
buffering and sorting the triangles.9 It’s still un vatively that these pixels are all in shadow, then per-
known whether a traditional architecture or tiling pixel shadow computations could be avoided.
is best. The optimal approach also depends on the This is another type of culling, and the basic idea
content being rendered. For example, if the overdraw is implemented in the programmable culling unit
factor is high, the tiled approach can be a winner, (PCU).13 The PCU executes the pixel shader once
but if there are many long but thin triangles, the over an entire block of pixels. For conservative out
traditional nontiled approach might work better. put, the computations are carried out using inter
val arithmetic, so the input is the intervals of the
Culling block’s in-parameters. The total number of instruc
Even better than compressing data is to avoid pro
cessing it. To cull means “to select from a group,”
and this often amounts to avoiding processing data At some point, it’s likely that the GPU
that doesn’t contribute to the final image. One par
ticular technique stores (in a cache) the maximum, will become compute-bound—that is,
Zmax, of the depth values in a block of pixels, and
when rendering to this block, the GPU estimates
limited in performance because of too
conservatively whether the triangle is behind Zmax. much computation.
If so, all per-pixel processing can be avoided in that
block because the triangle will be hidden.10
A similar technique stores the minimum, Zmin, tions decreased from 48 to 71 percent, which indi
of the depth values and determines whether a tri cates that a performance increase of about 2 times
angle is definitely in front of all rendered geometry is possible. In addition, the memory bandwidth
in a block. If so, depth buffer reads can be avoided usage decreased by 14 to 28 percent. Interestingly,
in the block.11 You can also use Zmin to handle the PCU can also operate in a lossy mode. The pro
other depth tests. These two techniques are often grammer can activate this by instructing the pixels
called Z-culling. to be killed if the contribution is less than, say, 1
Another technique uses occlusion queries. The percent of the maximum intensity. In such a case,
programmer renders, for example, a bounding box the threshold of when per-pixel processing should
around a complex object, and the occlusion query commence provides a knob that the user can set to
counts how many fragments on the box are visible. trade off image quality for performance.
If no fragments are visible, then the bounding box
is hidden and rendering the complex object can be Adaptive voltage scaling
avoided. Another approach, called delay streams, can The techniques we just discussed are high-level so
also be used for occlusion culling.12 The idea is to lutions. Other methods reduce power usage at the
process the triangles as usual, write to the depth buf hardware level. Several researchers have proposed
fer, and delay other per-pixel processing. Instead, the low-power GPUs with conventional power manage
triangles are put in a first-in, first-out queue (that is, ment strategies. Bren Mochocki and his colleagues
the delay stream). When the delay stream is full, the analyze how such factors as resolution, frame rate,
“occluding power”—that is, the Zmax values—builds level of detail, lighting, and texture maps affect pow
up substantially. As the triangles leave the delay er consumption of mobile 3D graphics pipeline stag
stream, they are tested against the Zmax values, and es.14 On the basis of this analysis, they use dynamic
many fragments can be skipped because they’re now voltage and frequency scaling (DVFS) schemes for
occluded by other surfaces. different pipeline stages. Using a prediction strategy
With the advancement of programmable shaders, for workloads for the different stages, DVFS could
more work is being put into pure computation. At decrease power consumption by 40 percent.
some point, it’s likely that the GPU will become com
pute-bound—that is, limited in performance because 3D displays and rendering
of too much computation. One solution is to spend Many solutions for mobile 3D displays don’t re
more time on shader compiler optimization, but that quire additional peripherals, such as glasses or head
only takes you so far. Another solution is to avoid gear. Such displays are often called autostereoscopic
displays. Rendering to such displays can be more a central view when possible.15 When approxima
expensive than rendering to a regular display. So, tive rendering is acceptable, you can avoid many
specialized algorithms and hardware can help re per-pixel shader instruction executions. For stereo
duce the workload. rendering, about 95 percent of the computations
To give the sensation of 3D to a stationary ob and bandwidth is avoided for the left view (the
server, a device must exploit a key source of 3D right view must be rendered as usual).
perception: the binocular parallax. All autostereo
scopic displays exploit the binocular parallax through Rendering and transmission
direction-dependent displaying. This means that the In parallel with advances in graphics hardware and
device must provide different views for each eye. displays, we’re witnessing a dramatic increase in the
Existing solutions employ either a volumetric, complexity of graphics models on mobile devices.
multiview, or holographic display. The display most Here, we highlight recent advances in rendering and
applicable to mobile devices is the multiview dis transmitting such models on mobile devices.
play, which uses lens arrays or parallax barriers To overcome the complexity of representing the
to direct or select simultaneously displayed images mesh connectivity, numerous solutions convert in
depending on the viewpoint. All these solutions put mesh models to internal, more efficient repre
provide a single or multiple observer location from sentations. Florent Duguet and George Drettakis’s
where a stereo pair of images is visible, while other solution uses point-based graphics.17 They create
point samples from an input mesh as a preprocess
or procedurally on the fly and create a hierarchi
In parallel with advances in graphics cal representation of the object samples’ bounding
volumes. During rendering, the processing of the
hardware and displays, we’re witnessing hierarchy stops at a specified depth, achieving flex
a dramatic increase in the complexity of ible rendering that’s scalable to the mobile device’s
speed requirements and screen size. This approach
graphics models on mobile devices. is also memory efficient because it doesn’t need to
keep the whole model in main memory.
An alternative approach eliminates rendering
positions yield unfocused or incorrect views. nonimportant parts of the graphical content. Vidya
Stereo rendering generally costs twice as much in Setlur and her colleagues’ method considers the hu
computation and bandwidth. However, for a larger man perception system’s limitations for retargeting
angle of usage (that is, larger than the angle between 2D vector animations for small displays.18 They aim
the two eyes of an observer), some displays use even to preserve key objects’ recognizability in a vector
more views, which requires more processing. Special graphics animation by exaggerating the important
ized hardware can potentially render to autostereo objects’ features and eliminating insignificant parts
scopic displays more efficiently because the images during rendering. Instead of uniformly scaling down
for the left and right eyes are similar. In contrast, the input to small displays, this perceptually based
with a brute-force implementation, the scene is ren solution uses nonuniform scaling of objects, based
dered first to the left eye and then to the right eye. on the objects’ importance in the scene.
However, it makes sense to render a single tri Jingshu Huang and her colleagues try a dif
angle to both views before proceeding with the next ferent approach to rendering complex models on
triangle.15 Aravind Kalaiah and Tolga Capin use this small screens.19 Their MobilVis system adapts well-
rendering order to reduce the number of vertex known illustrative rendering techniques, such as
shader computations.16 Splitting the vertex shader interactive cutaway views, ghosted views, silhou
into view-independent (computed once) and view- ettes, and selective rendering, to mobile devices to
dependent parts can greatly reduce vertex shader more clearly convey an object’s shapes, forms, and
computations. In the following per-pixel processing interior structures.
stage, a simple sorting procedure in a generalized Although these solutions provide more efficient re
texture space greatly improves the texture cache hit sults than basic graphics rendering, they’re still lim
ratio, keeping the texture bandwidth close to that ited by the devices’ processing power. Because mobile
of monoscopic rendering.15 devices are always connected to the network, remote
In addition, Jon Hasselgren and Tomas Ak rendering becomes a viable alternative. Typically,
enine-Möller introduce approximate rendering in this technique uses a client–server approach. The
the multiview pipeline, so that fragment colors in rendering occurs on a high-performance server or a
all neighboring views can be approximated from PC; the mobile client receives intermediate results
78 July/August 2008
Courtesy of Zumobi (www.zumobi.com).
over a network connection and renders the final
results. Chun-Fa Chang and Shyh-Haur Ger pres
ent an image-based remote-rendering solution,
where the client receives depth images from the
server and applies a 3D warping method, achiev
ing near-real-time rates.20 Daoud Hekmatzada and
his colleagues present a nonphotorealistic render
ing solution, based on drawing silhouettes and tions for visualizing five types of data for mobile Figure 3.
contour lines as primitives.21 applications such as text, pictures, maps, physical Zumobi’s user
A related problem is the transmission of com objects, and abstract data.25 interface.
plex models to mobile devices. Downloading such Patrick Baudisch and Ruth Rosenholtz propose The interface
models through the air requires much bandwidth. the classification of the two following approaches platform
In Xiaonan Luo and Guifeng Zheng’s solution for to visualization on mobile devices.26 supports a
transmitting meshes, the mobile device commu zoomable
nicates with a wired IP server via an IP network Overview + Detail. These approaches are based on dis Web-browsing
and a wireless channel.22 This solution is based on playing two different views of the data simultane experience on
a flexible progressive mesh coding technique that ously—one for context and one for detail. While the mobile devices.
adapts to different bit-rate and error-resilience user navigates around the large data in the context
requirements, while minimizing computational view, the detailed view displays the area in focus.
complexity usually associated with a transcoder.
Azzedine Boukerche and Richard W.N. Pazzi pres Focus + Context. These approaches use a single view
ent a streaming protocol for 3D virtual-environ into data, with nonuniform scaling of data ele
ment exploration on mobile devices; they address ments. The most prominent solution is the fish-
network transmission problems such as rate and eye view, which magnifies the data in the user’s
congestion control.23 Siddhartha Chattopadhyay attention and renders distant objects in progres
and his colleagues describe power-aware compres sively smaller sizes. Fish-eye views are mostly used
sion and transmission of motion capture data for in maps and menus.27
mobile devices.24 One example of this approach is speed-dependent
Several issues must be solved for remote ren adaptive zooming. Tolga Capin and Antonio Haro
dering, such as connectivity problems, latency capture the device’s physical movement from
for transmitting user input, and rendered images. camera input, which they analyze to determine
Hybrid solutions that balance processing between scroll direction and magnitude.28 The zoom level
on-device and remote rendering present interest increases or decreases depending on the scroll’s
ing research possibilities. magnitude. For example, when a user moves a
phone, the view zooms out and the display shows
Visualization and user interfaces an overall view. When the user stops moving the
The key challenges in mobile visualization and phone, the zooming level gradually increases and
user interfaces relate to small displays and the the display shows a detailed view.
limited amount of interaction hardware compared Benjamin Bederson and his colleagues devel
to the desktop (for example, there’s no mouse or oped DateLens, a fish-eye interface for a calendar
a full-size keyboard). Interaction is an important on mobile devices.29 The user first sees an overview
component of most graphics applications. of a large time period using a graphical representa
tion of each day’s activities. Choosing a particular
Visualization day expands the area representing that day and
Presenting large amounts of graphical data and reveals the appointment list in context.
complex user interface components more effec Recently, Amy Karlson and her colleagues proposed
tively on small displays is a key research topic. AppLens and LaunchTile design solutions that adapt
When the data complexity exceeds what mobile the UI to multiple devices with different resolutions
displays can show, users must manually browse and aspect ratios.30 AppLens uses a tabular fish-eye
through the large data. This can easily happen approach for integrated access and notification for
when rendering and visualizing 2D data (such as nine applications. LaunchTile uses pure zooming
maps or documents) or 3D data (such as medical within a landscape of applications to accomplish the
data or city models). Scalable and zoomable user same goals. A further development of LaunchTile is
interfaces also require such visualization tech the zoomable fish-eye visualization of Zumobi, for
niques. Luca Chittaro surveys problems and solu Web browsing on mobile devices (see Figure 3).
Figure 4. The
Halo approach
displays arcs toward the front. The user can “catch” a photo, vid
at the detailed eo, or application and make it active. This includes
view’s borders. showing the video or photo in higher resolution or
The ring’s radius activating the application. Programmable vertex
is proportional and pixel shaders render depth-of-field effects and
to the distance. motion blur. These shaders also animate “wobbly”
windows using vertex skinning.
80 July/August 2008
Alternatively, researchers have proposed several
solutions where incoming camera video estimates
phone motion and interacts with the user’s physi
cal environment.28 With camera-based interac
tion, users move the pointer or change the view by
moving the phone instead of interacting with the
screen or keypad. Correctly interpreting the ob
jects’ observed motion or the camera’s global mo
tion from video requires accurate tracking. Among
C
Knowledge Foundation visualization grant. The Euro-
learly, we need specialized graphics hardware pean Commission FP7 3DPHONE project (grant FP7-
for power-efficient graphics, but much research 213349) and FP6 3DTV project (grant FP6-511568)
remains to be done. We believe that the best way supported Tolga Capin.
around the battery capacity problem is to continue
work on all fronts, which includes more efficient
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Tolga Capin is an assistant professor in Bilkent Uni-
versity’s Department of Computer Engineering. He has
contributed to various mobile graphics standards. His
www.computer.org/security/podcasts
Silver Bullet
human–computer interaction, and computer anima-
tion. Capin received his PhD in computer science from
the Ecole Polytechnique Federale de Lausanne. Contact
Security Podcast
him at [email protected].
84 July/August 2008