An object-oriented 3D graphics toolkit
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Realizing OpenGL: two implementations of one architecture
HWWS '97 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Graphics for the masses: a hardware rasterization architecture for mobile phones
ACM SIGGRAPH 2003 Papers
A physically-based client-server rendering solution for mobile devices
Proceedings of the 6th international conference on Mobile and ubiquitous multimedia
L.U.N.A. Ads --- Sustaining Wireless Access for Mobile Users
VISUAL '08 Proceedings of the 10th international conference on Visual Information Systems: Web-Based Visual Information Search and Management
Mesh geometry compression for mobile graphics
CCNC'10 Proceedings of the 7th IEEE conference on Consumer communications and networking conference
OpenGL ES 1.1 implementation based on OpenGL
Multimedia Tools and Applications
Boosting mobile GPU performance with a decoupled access/execute fragment processor
Proceedings of the 39th Annual International Symposium on Computer Architecture
An open source virtual globe framework for iOS, Android and WebGL compliant browser
Proceedings of the 3rd International Conference on Computing for Geospatial Research and Applications
Imperceptible Simplification on Mobile Displays
International Journal of Handheld Computing Research
TEAPOT: a toolset for evaluating performance, power and image quality on mobile graphics systems
Proceedings of the 27th international ACM conference on International conference on supercomputing
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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.