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