Author: Benny Har-Even
Although most people are accustomed to using smartphones to play games, for those with a little memory, this is actually a relatively new development. In the era of Nokia feature phones, mobile games like Snake have the upper hand. In fact, for this generation of people, it is still regarded as a very cool "retro" game.
However, today we can play very complex visual games on smartphones, which are completely comparable to games on desktop computers. As the first mobile platform GPU to provide true graphics performance, PowerVR technology has been the key to making it possible from the beginning. As the display screens of smart phones get bigger and bigger, and the display quality gets better and better, mobile devices can provide a better platform for users to enjoy better games.
So what makes the games on mobile phones comparable to desktop games? The answer is not only pixels and resolution (of course they are also important), but also post-processing effects, these visual effects apply filters to objects that need to be displayed on the screen, such as flowers, color grading, or illustrations.
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Depth of field effect
Another key technology is the application of depth-of-field effects. Anyone familiar with serious photography should be very familiar with it. It is a technology called bokeh. You can control the focus of the entire scene, which usually blurs the background and enlarges the foreground. , It can be used to draw the user's attention to a specific part of the scene or to enhance the infection effect of the game-someone has written a book on this topic.
It is very complicated to realize the depth of field effect in graphics technology, especially for smart phones, the performance is limited by the power budget. And PowerVR is fully capable. At the recent Game Development Conference (GDC), we showed how to achieve the depth of field effect on the PowerVR platform.
The traditional method is realized by simple blur recognition on the standard dynamic range (SDR) image. Although this method can be effectively completed, it does not highlight the key point, because the image will eventually become relatively smooth and uniform instead of The clear highlights we ideally want.
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A more advanced way to achieve real-time depth of field effect (proposed by Colin Barré-Brisebois) is to use more complex blurring processing on high dynamic range (HDR) images to highlight the display effect of certain objects. AAA-level games on PCs and game consoles have become very popular, and mobile platforms are still used less. The reason can be attributed to bandwidth: the amount of data that needs to be transmitted when filtering HDR images is usually doubled, which will cause the GPU to continue Waiting for available data, which causes performance degradation.
Facts have proved that modern mobile devices have undergone a long period of development, and the depth of field effect processing has also undergone some changes. Real-time performance can be guaranteed through some compromises. In the Sky Lantern Demo, the HDR color information is packaged into The same amount of data as the standard SDR image, which means that the bandwidth requirement is basically halved, and the same effect as the traditional method can be achieved.
I believe you will agree after watching this video that even with this relatively simple implementation method, the effect is very good, and it provides exquisite scenes that can be used to enhance cutscenes and even real-time effects of games. It provides additional features that can help mobile games match the visual effects of desktops and game consoles.
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