使用OpenGL ES和M3G开发移动3D应用程序

K. Pulli, Jani Vaarala, Ville Miettinen, T. Aarnio, M. Callow
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引用次数: 10

摘要

移动电话为图形应用程序开发人员提供了令人兴奋的新机会。然而,与传统的桌面图形环境相比,它们也有明显的局限性,包括缺乏专用图形硬件、有限的内存(RAM和ROM)、有限的通信带宽以及缺乏浮点硬件。现有的图形api忽略了这些限制,因此无法在嵌入式设备中实现。本课程介绍了两个新的3D图形api,解决了移动/嵌入式平台的特殊需求和限制:OpenGL ES和M3G。OpenGL ES是众所周知的工作站标准的轻量级版本,提供了OpenGL 1.5功能的子集以及对定点算法的支持。M3G,用于Java MIDP(移动信息设备配置文件)的移动3D图形API,也称为JSR-184,提供场景图形和动画支持,二进制文件格式,以及绕过场景图形的即时模式呈现。这些api以适合当今设备的形式提供了强大的图形功能,并将在未来支持硬件加速。本课程首先讨论目标环境及其局限性,以及处理平台/环境约束的一般技术(如定点算法)。接下来是api的详细介绍。对于每个API,我们描述了包含的功能,并将其与相关工作站标准进行比较,解释了遗漏的内容及其原因。我们还讨论了在目标平台上使用api的实际方面,并介绍了移植现有应用程序和创建新应用程序的策略。类别和主题描述符(根据ACM CCS): I.3.6[计算机图形学]:标准
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Developing mobile 3D applications with OpenGL ES and M3G
Mobile phones offer exciting new opportunities for graphics application developers. However, they also have sig-nificant limitations compared to traditional desktop graphics environments, including absence of dedicated graphics hardware, limited memory (both RAM and ROM), limited communications bandwidth, and lack of floating point hardware. Existing graphics APIs ignore these limitations and thus are infeasible to implement in embedded devices. Thiscourse presents two new 3D graphics APIs that address the special needs and constraints of mobile/embedded platforms: OpenGL ES and M3G. OpenGL ES is a light-weight version of the well-known workstation standard, offering a subset of OpenGL 1.5 capability plus support for fixed point arithmetic. M3G, Mobile 3D Graphics API for Java MIDP (Mobile Information Device Profile), also known as JSR-184, provides scene graph and animation support, binary file format, and immediate mode rendering that bypasses scene graphs. These APIs provide powerful graphics capabilities in a form that fits well on today’s devices, and will support hardware acceleration in the future. The course begins with a discussion of the target environments and their limitations, and general techniques for coping with platform/environment constraints (such as fixed point arithmetic). This is followed by detailed presen-tations of the APIs. For each API, we describe the included functionality and compare it to related workstation standards, explaining what was left out and why. We also discuss practical aspects of working with the APIs on the target platforms, and present strategies for porting existing applications and creating new ones. Categories and Subject Descriptors (according to ACM CCS) : I.3.6 [Computer Graphics]: Standards
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