Evolution of the mobile graphics world

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Presentation transcript:

Evolution of the mobile graphics world Part 1 Evolution of the mobile graphics world

Mobile evolution (1/3)

Mobile evolution (1/3) Color display

Mobile evolution (2/3)

Mobile evolution (2/3) Smartphones, OS

Mobile evolution (3/3)

Mobile evolution (3/3) High resolution displays

Mobile evolution (3/3) Similar evolution for PDAs, and tablets

Mobile evolution…. in movies Money never sleeps…..This is your wake-up call, pal… GO TO WORK Motorola DynaTac Nickname “brick phone” Weight: over 2 pounds Cost: thousands of dollars Battery life: around 35 minutes. Wall Street, 1987 Michael Douglas in Gordon Gekko

Mobile evolution… in movies Hello Neo… Do you know who this is? Nokia 8110 Nickname “banana phone” 145g, display monochrome, Smart SMS It costed 1000 eur The Matrix, 1999 Laurence Fishburne in Morpheus

Mobile evolution… in movies Sony Xperia T Smartphone Android Display 4.6” 1280x720 It costed 600 eur 13 Mpixel camera + position sensors Skyfall, 2012 Daniel Craig in James Bond

Mobile evolution… in movies Future devices? Transparent and foldable high resolution screens Gesture interfaces Wearable / integrated to body Iron Man 3, 2013 Robert Downey Jr in Tony Stark

Mobile evolution... in games Nokia Snakes From 1997 an estimated 350 Mdevices, making it one of the most widely distributed games ever created. Installed on Nokia devices until 2007

Mobile evolution… in games Angry Birds (Rovio) first released for Apple's iOS in December 2009 2 billion downloads across all platforms widespread diffusion end popolarity Adventure parks (Finland and Malaysia)

Mobile evolution… in games Unreal Engine (GDC & Google I/O 2014) running on an Nvidia Tegra K1 processor will support Google Tango and Samsung Gear VR easy porting of games sophisticated 3d effects

Mobile connectivity evolution Bandwidth is doubling every 18 months Mobile internet users overcame desktop internet users 2017 smartphone traffic expected at 2.7 GB per person per month

Displays and User Interface Before 2007 – old days PDA → Palm OS/ Windows Pocket / Windows CE Stylus interaction (touch screens at early stages) Touch era 2007 – iOS /iPhone 2008 – Android / HTC Dream or G1 Touch-enabled devices (no stylus required) Nowadays Wearables → <2” Smartphones → 3-6” Tablets → >7-10” DLP projectors integrated

Display characteristics 500 ppi 5.1”/5.5” 2560x1440 (>500 PPI) 10.1” 3840x2160 (438 PPI)

Chip evolution (1/2)

Chip evolution (2/2)

Scenario Modern smartphones (tablets) are compact visual computing powerhouses DIFFUSION: more than 4.6 billion mobile phone subscriptions [Ellison 2010] NETWORKING: High speed internet connection (typical 1GB/month plan) 3G - < 0.6-3Mbps ~ 100KB/s - 400KB/s (latency ~ 100-125ms) 4G – < 3-10Mbps ~ 400KB/s - 1MB/s (latency ~ 60-70ms) 5G - 1Gbps (from 2016?) MEMORY: Increasing RAM and storage space RAM 1-3GB Storage 8-64GB COMPUTING: Increasing processing power CPU 4-8 core @ 2.5Ghz GPU 72-192 cores (~ALUs)

Scenario More than 4.6 billion mobile phone subscriptions [Ellison 2010] High speed internet connection (typical 1GB/month plan) 3G - < 0.6-3Mbps ~ 100KB/s - 400KB/s 4G – < 3-10Mbps ~ 400KB/s - 1MB/s Increasing RAM and storage space RAM 1-3GB Storage 8-64GB Increasing processing power CPU 4-8 core @ 2.5Ghz GPU 72-192 cores (~ALUs) http://unity3d.com/es/unity/multiplatform/mobile

Where are we going? Powerful devices for acquiring, processing and visualizing information Accessibility of information (anybody, any time, anywhere) Immense potential (integration of acquisition, processing, visualization, cloud computing, and collaborative tasks)

MOBILE GRAPHICS TRENDS: HARDWARE ARCHITECTURES & APPLICATIONS Next Session MOBILE GRAPHICS TRENDS: HARDWARE ARCHITECTURES & APPLICATIONS