{"title":"Moving mobile graphics","authors":"Sam Martin","doi":"10.1145/3214834.3214857","DOIUrl":null,"url":null,"abstract":"A device you can wear or keep in your pocket has less power and thermal budget than a typical desktop device by several orders of magnitude, but with similar user experience expectations. Wearable VR and AR headsets accentuate these challenges while also increasing the demand for computation. To meet these graphical demands while keeping within a mobile form factor requires scrutiny of all aspects of modern graphics, from hardware design and associated graphics APIs, to OS and system considerations, to the algorithms and techniques employed. This half-day course provides a technical introduction to mobile graphics spanning the hardware-software spectrum and explores the state of the art with practitioners at the forefront of their field. We look at the impact of XR on hardware, software and OS, quantified best practices in real-time rendering and computer vision research on mobile devices.","PeriodicalId":107712,"journal":{"name":"ACM SIGGRAPH 2018 Courses","volume":"39 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-08-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"ACM SIGGRAPH 2018 Courses","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3214834.3214857","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
A device you can wear or keep in your pocket has less power and thermal budget than a typical desktop device by several orders of magnitude, but with similar user experience expectations. Wearable VR and AR headsets accentuate these challenges while also increasing the demand for computation. To meet these graphical demands while keeping within a mobile form factor requires scrutiny of all aspects of modern graphics, from hardware design and associated graphics APIs, to OS and system considerations, to the algorithms and techniques employed. This half-day course provides a technical introduction to mobile graphics spanning the hardware-software spectrum and explores the state of the art with practitioners at the forefront of their field. We look at the impact of XR on hardware, software and OS, quantified best practices in real-time rendering and computer vision research on mobile devices.