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  1. Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware (HWWS '03)
  2. 3D graphics LSI core for mobile phone "Z3D"
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Automatic shader level of detail
An optimized soft shadow volume algorithm with real-time performance
3D graphics LSI core for mobile phone "Z3D"
Simulation of cloud dynamics on graphics hardware
Mesh mutation in programmable graphics hardware
Photon mapping on programmable graphics hardware
An effective hardware architecture for bump mapping using angular operation
A multigrid solver for boundary value problems using programmable graphics hardware
CULLIDE: interactive collision detection between complex models in large environments using graphics hardware
GPU algorithms for radiosity and subsurface scattering
VoxelCache: a cache-based memory architecture for volume graphics
The FFT on a GPU
Texture compression using low-frequency signal modulation

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3D graphics LSI core for mobile phone "Z3D"

Content Provider ACM Digital Library
Author Kawai, Hiroyuki Kato, Yoshiyuki Negishi, Hiroyasu Kodama, Yukio Kameyama, Masatoshi Inoue, Yoshitsugu Fujimoto, Hitoshi
Abstract In this paper we describe the architecture of the 3D graphics LSI core for mobile phone "Z3D". The major 3D graphics applications on mobile phones are character animation and games. While a character animation or a game is running, the CPU has to be used for the communication to the center machine and CPU clock frequency is low. Therefore, the requirement of Z3D is small, low power, and CPU free. The pipeline of Z3D is composed of a geometry engine, rendering engine, and pixel engine. Generally, these modules run in pipeline on PC, but running in pipeline, power consumption rises. We used gated clock control for low power consumption and having the pipeline work in sequential, we could reduce 40% of the power consumption with 10% performance decreasing. The geometry processing performance of Z3D is up to 185Kvertex/sec and the pixel performance is 5Mpixel/sec. This performance is enough to have character animations and games run. The data of 3D shape and animation can be defined using common 3D modeler and contents program can be described by Java. Low level rendering interface and animation rendering interface are provided as a Java API. All the contents programs can be downloaded from network.
Starting Page 60
Ending Page 67
Page Count 8
File Format PDF
ISBN 1581137397
ISSN 17273471
Language English
Publisher Association for Computing Machinery (ACM)
Publisher Date 2003-07-26
Publisher Place Goslar
Access Restriction Subscribed
Subject Keyword Rendering hardware Graphics hardware Graphics accelerator
Content Type Text
Resource Type Article
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