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OpenGL ES 1.1 implementation based on OpenGL

机译:基于OpenGL的OpenGL ES 1.1实现

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In this paper, we present an efficient way of implementing OpenGL ES 1.1 3D graphics API library for the environments with hardware-supported OpenGL facility, typically as desktop PCs. Although OpenGL ES was started from the existing OpenGL features, it rapidly became the standard 3D graphics library customized for embedded systems through introducing fixed-point arithmetic operations, buffer management with fixed-point data type supports, completely new texture mapping functions and others. Currently, it is the official 3D graphics API for Google Android, Apple iPhone, Sony PlayStation3, etc. In this paper, we achieved improve ments on the arithmetic operations for the fixed-point number representation, which is the most characteristic data type for OpenGL ES 1.1. For the conversion of fixed-point data types to the floating-point number representations for the underlying OpenGL, we show the way of efficient conversion processes even with satisfying OpenGL ES standard requirements. We also introduced a specialized memory management scheme to manage the converted data from the buffer containing fixed-point numbers. In the case of texture processing, the requirements in both standards are quite different, and thus we used completely new software-implementations. Our final implementation of OpenGL ES library provides all of more than 200 functions in the standard specification and passed its conformance test, to show its compliance with the standard. From the efficiency point of view, we measured its execution times for several OpenGL ES-specific application programs and achieved remarkable improvements.
机译:在本文中,我们提出了一种在具有硬件支持的OpenGL设施(通常作为台式机)的环境中实现OpenGL ES 1.1 3D图形API库的有效方法。尽管OpenGL ES是从现有OpenGL功能开始的,但通过引入定点算术运算,支持定点数据类型的缓冲区管理,全新的纹理映射功能等,它迅速成为为嵌入式系统定制的标准3D图形库。当前,它是用于Google Android,Apple iPhone,Sony PlayStation3等的官方3D图形API。在本文中,我们对定点数字表示的算术运算进行了改进,这是OpenGL最具特色的数据类型。 ES 1.1。对于将定点数据类型转换为基础OpenGL的浮点数表示形式,我们展示了即使满足OpenGL ES标准要求也能进行有效转换的方法。我们还引入了一种专门的内存管理方案来管理包含定点数的缓冲区中的转换数据。在纹理处理的情况下,两个标准中的要求都非常不同,因此我们使用了全新的软件实现。我们的OpenGL ES库的最终实现提供了标准规范中的200多个功能,并通过了其一致性测试,以表明其符合标准。从效率的角度来看,我们测量了它在多个OpenGL ES特定应用程序中的执行时间,并取得了显着的改进。

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