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 Q&A David Harold, Imagination Technologies, PowerVR MBX
July 27, 2006
 

 

 

"3D actually opens up a lot more visual real-estate for games and UI on phones since you can use depth too, and with screens and resolutions continually improving playing games and watching TV on phones works well."

[...]

"PowerVR MBX has an advanced 3D feature set including as skinning, FSAA, curved surfaces, per-pixel lighting and texture compression and OpenVG support for advanced 2D too."I

   
Q1 Please could you give us a brief description of Imagination Technologies in the field of 3D technologies for embedded devices.
A1 In mobile graphics Imagination Technologies’ PowerVR MBX technology leads the market, and has been licensed to six of the top 10 semiconductor companies. The new generation PowerVR SGX has already been licensed to three of that top 10. PowerVR technology can now be found in over 30 advanced phones from NEC, Fujitsu, Mitsubishi, Panasonic, Sony-Ericsson, Sharp, Motorola, SK Teletech and others as well as in PDAs, computing devices, amusement systems and in-car navigation.
Imagination’s overall portfolio of licensable technology also includes PowerVR video codecs and display cores; UCC, a programmable multi-standard broadcast demodulation solution; and the META and MTX embedded processor cores, which enable highly cost-effective and solution centric SoCs. These technologies are used in other types of handsets for applications like mobile TV.
   
Q2 There are several ways to add 3D capabilities in a smartphone (3D instructions added to the CPU, dedicated 3D chips...) ; what are the solutions provided by Imagination Technologies?
A2 We provide licensable IP cores which are mostly integrated alongside a processor in the phone’s main SoC. Examples are Freescale i.MX31, Samsung S3C2460, Philips PNX4008 Renesas SH-Mobile3 and SH7770 and all TI’s OMAP2 family.
   
Q3 In term of power consumption, Does it make sense to display 3D contents on mobile phone?
A3

Maybe not if you’re using a standalone GPU, but integrating the 3D – definitely! Our PowerVR MBX deferred texturing and tile based technology has low silicon area, power consumption, memory and bandwidth demands that make it ideal for providing high-performance graphics in phones. With its PowerVR deferred pixel shading architecture the PowerVR SGX family has the lowest core and system power demands. It’s ideal for unified memory systems plus integrated CPU designs in mobile and cost sensitive applications. Couple that with wide standards compatibility, high scalability from a universal multimedia architecture, pipeline scalability from 1x to 8x and beyond and video encode and decode for free, and you have a solution that is demonstrably ideal for advanced phones graphics. SGX is effectively a universal graphics co-processor which enables multiple tasks to be executed in parallel using the same Universal Scalable Shader Engine (USSE) resulting in much improved silicon utilisation and power consumption than a solution which provides separate cores (2D core + 3D Core + Video Encode + Video Decode + Vector Graphics + …) to tackle each problem, since even when these subcores are turned off they are still leaking power and using up valuable silicon area.

   
Q4 What are the graphics libraries supported by your latest 3D solution? What would OpenGL ES 2.0 bring for high end users and 3D developers?
A4

The latest release of the PowerVR Insider SDK, version 1.9, is the biggest yet. It features over 30 variants supporting a wide range of platforms, from LSI applications processors such as TI’s OMAP2 and Freescale’s i.MX31 to consumer products such as the Sony Ericsson P990/M600/M608/W950 mobile phones and Dell Axim X51v PDA. A wide range of API and OS are supported too, including Khronos’ OpenGL ES and OpenVG and Microsoft Direct3D Mobile, on Symbian, Linux, UIQ3 and WinCE5.
PowerVR SGX, the new generation PowerVR shader based graphics and video technology family, is part of the PowerVR Series5 scalable and fully programmable shader graphics and video core family.
With PowerVR SGX at their heart future phones will be able to provide a wider range of stylish content – using shaders developer creativity will be fully unleashed. Shader technology enables superior realism and advanced features when rendering 3D objects and, by making 3D effects more programmable, gives freedom to content developers to create more visually compelling and unique games and applications.

   
Q5 What are the performances of smart phones powered by your 3D chips? Does it equal the quality of dedicated 3D devices (such as Sony PSP)? 
A5

We were the first company to announce official and certified performance results for the independent 3DMarkMobile06 benchmark application developed and certified by Futuremark.
3DMarkMobile06 is an independent and demanding performance benchmarking application measuring the 3D graphics capability of mobile devices and is the only product designed specifically to benchmark system-level performance of next generation OpenGL ES 1.x enabled mobile devices.
Imagination has released these first certified benchmark results, under both Linux and Symbian operating systems with OpenGL ES1.1, using a member of Texas Instruments (TI) OMAP™ 2 platform, the OMAP2420 application processor, with PowerVR MBX running at 50/66 MHz (Symbian/Linux) and the CPU (ARM 1136) running at 300/266 MHz (Symbian/Linux). Measured system performance on TI’s OMAP2420 processor exceeds 37 frames per second on Game Test 1 for both Operating Systems. I recommend going to Futuremark’s site and checking our the stunning Game Tests to put those benchmarks into perspective (http://www.futuremark.com/products/3dmarkmobile06/screenshots).
I love my PSP but it’s a tall order to carry it round all the time… mostly these days I fill time playing Vijay Singh Golf on my M600.

   
Q6 Mobile phone screens are very small, does it make sense to display 3D contents on such devices?
A6 Sure, 3D actually opens up a lot more visual real-estate for games and UI on phones since you can use depth too, and with screens and resolutions continually improving playing games and watching TV on phones works well.
   
Q7 Imagination Technologies has released OpenGL ES 1.1 SDK for Sony-Ericsson Smart phone’s, what would it change for 3D developers?
A7 This new SDK helps developers create compelling 3D graphics for mobile games and content, taking full advantage of Imagination Technologies' PowerVR MBX family 3D hardware acceleration included in the Sony Ericsson P990, M600 and W950 UIQ 3-based phones. This SDK enables developers to port console class games onto handsets, delivering massive triangle and fill rates along with full 3D features exceeding the OpenGL ES 1.x standard. Full details about the SDK can be found on the Sony Ericsson Developer Support Pages: LINK
   
Q8 3D contents for smart phones should have a very small memory footprint. Does IT provide solutions to optimize 3D contents?
A8 Absolutely – that’s our main advantage. We use a deferred rendering, tile based architecture. Using deferred texturing, the 3D engine doesn't have to process images that are ‘hidden’ behind other objects on the display. This rendering technique significantly reduces the volume of processing and associated memory requirements for generating 3D images. Thus, the technology has attracted attention as a graphics IP suitable for mobile phone applications where resources are limited. To give just one example when using FSAA our PowerVR Deferred Rendering technology, unlike traditional implementations, does not require the allocation of large oversampled color and depth buffers in memory thus making this image quality improving feature actually usable on handheld platforms. Additionally our custom PowerVR Texture Compression Format (PVRTC) also allows developers to compress textures down to 4 bits per pixel or even 2 bits per pixel with equivalent quality to the desktop standard DXT format. PVRTC reduces memory footprint, application distribution size, bandwidth and increases performance.
   
Q9 In term of graphic quality, what types of 3D effects are possible with your latest chip (shadow, bump, normal map, blur...)?
A9 PowerVR MBX has an advanced 3D feature set including as skinning, FSAA, curved surfaces, per-pixel lighting and texture compression and OpenVG support for advanced 2D too.
With state-of-the-art support for 3D PowerVR SGX has an industry-leading feature set that exceeds OpenGL 2.0 shader and Microsoft Vertex and Pixel Shader Model 3 requirements.
   
Q10 What development environment do you advice for developing 3D contents on mobile phone (JSR184, or Native code) ?
A10 The choice between Native or JSR-184 really depends on the experience and background of the developer but for maximum performance we definitely recommend native execution.
For beginning developers we recommend our PC Emulation SDK which allows content to be created using familiar desktop tools with full debugging facilities such as Microsoft Visual Studio. Through the usage of our Shell Framework porting to an actual mobile platform is very easy and only requires a recompilation using the correct Toolchain and compiling in the correct version of the Shell Framework which provides an abstraction layer for all the device and platform specific functionality.
   
   
 
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