4. Mobile 3D Graphics

  1. Jeong-Ho Woo1,
  2. Ju-Ho Sohn2,
  3. Byeong-Gyu Nam3 and
  4. Hoi-Jun Yoo1

Published Online: 5 MAY 2010

DOI: 10.1002/9780470823798.ch4

Mobile 3D Graphics SoC: From Algorithm to Chip

Mobile 3D Graphics SoC: From Algorithm to Chip

How to Cite

Woo, J.-H., Sohn, J.-H., Nam, B.-G. and Yoo, H.-J. (2010) Mobile 3D Graphics, in Mobile 3D Graphics SoC: From Algorithm to Chip, John Wiley & Sons, Ltd, Chichester, UK. doi: 10.1002/9780470823798.ch4

Author Information

  1. 1

    Korea Advanced Institute of Science and Technology, Republic of Korea

  2. 2

    LG Electronics Institute of Technology, Republic of Korea

  3. 3

    Samsung Electronics, Republic of Korea

Publication History

  1. Published Online: 5 MAY 2010
  2. Published Print: 28 APR 2010

ISBN Information

Print ISBN: 9780470823774

Online ISBN: 9780470823798



  • application program interfaces (APIs);
  • mobile 3D Graphics;
  • MobileGL;
  • OpenGL-ES;
  • tradeoff


Realization of 3D graphics is a challenging issue because the huge computing power and memory bandwidth inherently required for realtime processing has to be achieved within a limited power budget. In this chapter, design principles are presented, and a few examples of mobile 3D graphics are introduced. The chapter explores tradeoff point for modern systems. There are several design challenges because of the limited computing power, memory bandwidth, power budgets, and footprint of mobile devices. The chapter analyzes the performance of 3D graphics pipelines on mobile systems with an in-house mobile graphics library, and Mobile-GL. There have been efforts to establish realtime mobile 3D graphics application program interfaces (APIs) for performance-limited microprocessors. Recently, several mobile 3D graphics APIs including MobileGL, OpenGL-ES, and Direct3D-Mobile, are proposed in this context.

Controlled Vocabulary Terms

application program interfaces; computer graphics