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Designing Graphics Programming Interfaces for Mobile Devices
November/December 2005 (vol. 25 no. 6)
pp. 66-75
Kari Pulli, Nokia
Tomi Aarnio, Nokia
Jani Vaarala, Nokia
Mobile devices have evolved to a point where interactive 3D graphics is becoming feasible. The first standardized programming interfaces, OpenGL ES for native C/C++ and M3G for Java applications, are now available to hardware vendors and application developers. The interfaces are designed so that they complement rather than compete with each other, and can share the same underlying rendering engine, whether implemented in hardware or software. Mobile devices present unique challenges for real-time graphics, and mobile applications live in an environment different from the desktop. This article presents the design goals for successful mobile graphics architecture, and highlights key design decisions and nonobvious approaches taken during the standardization of these two interfaces.

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Index Terms:
graphics APIs, mobile graphics, OpenGL ES, M3G
Citation:
Kari Pulli, Tomi Aarnio, Kimmo Roimela, Jani Vaarala, "Designing Graphics Programming Interfaces for Mobile Devices," IEEE Computer Graphics and Applications, vol. 25, no. 6, pp. 66-75, Nov.-Dec. 2005, doi:10.1109/MCG.2005.129
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