Feature: Displays
Developing 3D interfacing for consumer applications
H
By Jason R. Williamson, Vice President of Marketing, Altia get to a similar level of detail compared to 3D, 2D renderings require more memory, leading to a more expensive device. What helps implement cheaper 3D
igh-quality 3D experiences are not new to embedded devices, but to date the technology has been limited to premium products. Aſter
all, high-performance components, high- powered processors and GPUs are costly. Fortunately, this is now changing; as
technology matures it allows 3D interface benefits to be brough to the mid- and low- end products, too.
Why 3D? Te drive toward 3D content is primarily fuelled by a much-improved user experience. In some applications 3D is vastly superior to a standard graphical representation; for example, in an industrial setting, a broken part in a system or device can be located more easily. Tis can be equally true in consumer electronics, where a 3D image can guide how to fit or connect a device. A rotatable, zoomable 3D image is far more informative than a simple text message or a one-size, one-angle picture. Generally, we are more adept at distinguishing a three-dimensional image than reading a text. Of course, 2D images are useful, but to
26 April 2023
www.electronicsworld.co.uk
are embeddable TFTs, whose prices have dramatically dropped – so much so that it is oſten cheaper to put a display on a product than to implement a sophisticated touch mechanism.
The right level of 3D Tere is a middle road between having the experience of a video game versus a simple 3D representation. Also, adding greater 3D functionality to a simpler device will either prove too expensive or hamper its performance. With the right design approach, both 2D and 3D images can be used strategically to enhance the user experience and convey the right amount of information. Still, the hardware and its 3D readiness
must be carefully considered. Even when hardware is capable of rendering 3D content, it doesn’t mean it can support any type of 3D. For entry-level 3D support, a device must have the following: • RAM: 4MB; • CPU speed: 500MHz; • CPU architecture: ARM Cortex-A53;
Charging points in and around the home
• GPU: 3D GPU with OpenGL ES 2.0, or greater; • OS: Linux or RTOS; • Flash: 64MB. Embedded systems, and in particular
consumer devices, require tight rein on every penny. Typically, since processors handle multiple aspects of the system, including communications, graphics, functional safety checks, the management of mulitple operating systems and their primary system functions, these take up most of the budget. Beyond the cost, for embedded devices
carrying 3D, the hardware’s power consumption is another limiting factor. If battery-run, this is a problem, but in all cases heat dissipation is a major challenge. Clearly, the amount of 3D that is needed
depends on both the objectives of the user interface and the device hardware. Primary considerations are device complexity, the desired bill of materials and power consumption limitations.
Integrating 3D Tere are a few guidelines to speed up the development of 3D on devices. For example, 3D views should not be built before the flow of the application is
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