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Architecture for high performance stereoscopic game rendering on Android

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Formale Metadaten

Titel Architecture for high performance stereoscopic game rendering on Android
Serientitel Stereoscopic Displays and Applications XXV (SD&A 2014)
Teil 10
Anzahl der Teile 29
Autor Flack, Julien
Sanderson, Hugh
Shetty, Sampath
Lizenz CC-Namensnennung - keine Bearbeitung 2.0 UK: England & Wales:
Sie dürfen das Werk in unveränderter Form zu jedem legalen Zweck nutzen, vervielfältigen, verbreiten und öffentlich zugänglich machen, sofern Sie den Namen des Autors/Rechteinhabers in der von ihm festgelegten Weise nennen.
DOI 10.5446/32356
Herausgeber IS&T Electronic Imaging (EI) Symposium
Erscheinungsjahr 2014
Sprache Englisch

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Fachgebiet Informatik
Abstract Stereoscopic gaming is a popular source of content for consumer 3D display systems. There has been a significant shift in the gaming industry towards casual games for mobile devices running on the Android™ Operating System and driven by ARM™ and other low power processors. Such systems are now being integrated directly into the next generation of 3D TVs potentially removing the requirement for an external games console. Although native stereo support has been integrated into some high profile titles on established platforms like Windows PC and PS3 there is a lack of GPU independent 3D support for the emerging Android platform. We describe a framework for enabling stereoscopic 3D gaming on Android for applications on mobile devices, set top boxes and TVs. A core component of the architecture is a 3D game driver, which is integrated into the Android OpenGL™ ES graphics stack to convert existing 2D graphics applications into stereoscopic 3D in real-time. The architecture includes a method of analyzing 2D games and using rule based Artificial Intelligence (AI) to position separate objects in 3D space. We describe an innovative stereo 3D rendering technique to separate the views in the depth domain and render directly into the display buffer. The advantages of the stereo renderer are demonstrated by characterizing the performance in comparison to more traditional render techniques, including depth based image rendering, both in terms of frame rates and impact on battery consumption. © (2014) COPYRIGHT Society of Photo-Optical Instrumentation Engineers (SPIE). Downloading of the abstract is permitted for personal use only.

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