• DocumentCode
    1121258
  • Title

    Graphics Processing Units for Handhelds

  • Author

    Akenine-Möller, Tomas ; Ström, Jacob

  • Author_Institution
    Lund Univ., Lund
  • Volume
    96
  • Issue
    5
  • fYear
    2008
  • fDate
    5/1/2008 12:00:00 AM
  • Firstpage
    779
  • Lastpage
    789
  • Abstract
    During the past few years, mobile phones and other handheld devices have gone from only handling dull text-based menu systems to, on an increasing number of models, being able to render high-quality three-dimensional graphics at high frame rates. This paper is a survey of the special considerations that must be taken when designing graphics processing units (GPUs) on such devices. Starting off by introducing desktop GPUs as a reference, the paper discusses how mobile GPUs are designed, often with power consumption rather than performance as the primary goal. Lowering the bus traffic between the GPU and the memory is an efficient way of reducing power consumption, and therefore some high-level algorithms for bandwidth reduction are presented. In addition, an overview of the different APIs that are used in the handheld market to handle both two-dimensional and three-dimensional graphics is provided. Finally, we present our outlook for the future and discuss directions of future research on handheld GPUs.
  • Keywords
    coprocessors; mobile handsets; technological forecasting; 2D graphics; 3D graphics; bandwidth reduction; graphics processing units; handheld GPU; handheld devices; high-level algorithms; mobile GPU; mobile phones; Bandwidth; Computer graphics; Displays; Energy consumption; Handheld computers; Hardware; Jacobian matrices; Mobile handsets; Rendering (computer graphics); Traffic control; User interfaces; Computer graphics; graphics processing units; mobile devices; rasterization;
  • fLanguage
    English
  • Journal_Title
    Proceedings of the IEEE
  • Publisher
    ieee
  • ISSN
    0018-9219
  • Type

    jour

  • DOI
    10.1109/JPROC.2008.917719
  • Filename
    4483498