Contents

Preface

1 Introduction

1.1 Mobile 3D Graphics

1.2 Mobile Devices and Design Challenges

1.2.1 Mobile Computing Power

1.2.2 Mobile Display Devices

1.2.3 Design Challenges

1.3 Introduction to SoC Design

1.4 About this Book

2 Application Platform

2.1 SoC Design Paradigms

2.1.1 Platform and Set-based Design

2.1.2 Modeling: Memory and Operations

2.2 System Architecture

2.2.1 Reference Machine and API

2.2.2 Communication Architecture Design

2.2.3 System Analysis

2.3 Low-power SoC Design

2.3.1 CMOS Circuit-level Low-power Design

2.3.2 Architecture-level Low-power Design

2.3.3 System-level Low-power Design

2.4 Network-on-Chip based SoC

2.4.1 Network-on-Chip Basics

2.4.2 NoC Design Considerations

2.4.3 Case Studies of Chip Implementation

3 Introduction to 3D Graphics

3.1 The 3D Graphics Pipeline

3.1.1 The Application Stage

3.1.2 The Geometry Stage

3.1.3 The Rendering Stage

3.2 Programmable 3D Graphics

3.2.1 Programmable Graphics Pipeline

3.2.2 Shader Models

4 Mobile 3D Graphics

4.1 Principles of Mobile 3D Graphics

4.1.1 Application Challenges

4.1.2 Design Principles

4.2 Mobile 3D Graphics APIs

4.2.1 KAIST MobileGL

4.2.2 Khronos OpenGL-ES

4.2.3 Microsoft's Direct3D-Mobile

4.3 Summary and Future Directions

5 Mobile 3D Graphics SoC

5.1 Low-power Rendering Processor

5.1.1 Early Depth Test

5.1.2 Logarithmic Datapaths

5.1.3 Low-power Texture Unit

5.1.4 Tile-based Rendering

5.1.5 Texture Compression

5.1.6 Texture Filtering and Anti-aliasing

5.2 Low-power Shader

5.2.1 Vertex Cache

5.2.2 ...

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