3. LGs Android Engagements
’11, Q4
’11, Q3
’11, Q2
’11, Q1
Optimus 3D (F)
Optimus Pad(HC)
’10, Q4 Optimus 2X (F)
Optimus Black (F)
’10, Q1 Optimus Me (F)
Optimus One (F)
Optimus Chic (F)
’09, Oct
Optimus (D)
’07, Nov
’06, Jan Etna Android (C)
3
4. Designed to be Innovative
Increasing Number of 3D Movies Beginning of 3D Services Online
YouTube 3D service began in 2009
(# of Movies)
92
59
’00 ~ ’09 ’10 ~ ’12
Booming of 3D TV Sales
Over forty 3D TV models were released in 2010
(M Units) 83
6 33
2010 2011 2012
4
6. 3D 3D 3D
FIRST FOR FULL 3D VIEWING RECORDING SHARING
6
7. 3D 3D 3D
FIRST FOR FULL 3D VIEWING RECORDING SHARING
7
8. 3D 3D 3D
FIRST FOR FULL 3D VIEWING RECORDING SHARING
8
9. DUAL DUAL DUAL
SUPERPHONE PERFORMANCE CORE CHANNEL MEMORY
CURRENT DUAL DUAL CORE/DUAL CHANNEL/
CORE SYSTEM DUAL MEMORY
MEMORY MEMORY 1 MEMORY 2
CORE CORE
1 2 CORE 1 CORE 2
BURDEN ON A SINGLE CHANNEL IMPROVED PERFORMANCE & RUN-TIME COMPARED TO
& SINGLE MEMORY 1GHz DUAL-CORE SMARTPHONES
BOTTLENECK EFFECT 2x BETTER GRAPHICS PERFORMANCE
BETTER MULTI-TASK BETWEEN APPLICATIONS
9
10. SUPERPHONE PERFORMANCE
DUAL DUAL DUAL
CORE CHANNEL MEMORY
FIRST FOR FULL 3D
3D 3D 3D
RECORDING VIEWING SHARING
OMAP Android 3D screen 4.3” Dual 802.11 1500 HDMI 512MB +
4430 WVGA 5MP b/g/n mAh DLNA 8GB eMMC +
480x800 external SD
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12. 3D Stereoscopy
Basic Principle
By showing independent images to each eye, it is possible to create
a sense of depth. (binocular parallax)
Display Display Display
Left eye Right eye Left eye Right eye Left eye Right eye
[Zero parallax] [Negative parallax] [Positive parallax]
on the screen (zero depth) in front of the screen behind the screen
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13. 3D Stereoscopy
Display technologies
Glasses Method 3D Technology Pros/ Cons
Color film Low cost / Loss in color space
Space division
Polarized film Low cost / Loss in horizontal res.
With Glasses
Time division Shutter Glasses High performance /
Bulky and expensive
LG Optimus 3D
High resolution (WVGA) LCD /
Space division Switchable Barrier
Half resolution & brightness in 3D
No Glasses
Time division AMOLED @120Hz No loss of resolution in 3D mode/
Low AMOLED resolution (QVGA)&
low PPI (pixel-per-inch)
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14. 3D Stereoscopy without Glasses
Active switchable barrier display of LG Optimus 3D
Right eye Left eye
Barrier layer
R L R L R L R L R L R L R L R LCD layer
Note: This technology requires a certain distance and viewing angle to achieve the optimum 3D effect.
Also, it works only in one orientation, e.g. in landscape mode but not in portrait mode.
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15. 3D Stereoscopy
From content to display
Capturing Creating Formatting Display
Get left and right Take left/right images Construct a 3D-image Display the 3D
images via two camera +3D information and out of the common Image on the screen
lenses store them in a container to fit the (embedded
common container. display type. or HDMI output)
1) Side by L R
L side
2) Top of L
Bottom R
Left image
L R 3) Frame R
L
Sequential
3D image in JPS format
R (side-by-side)
3D video in H.264 (+SEI)
Right image
15
16. REAL3D SDK HANDS-ON
• Introduction to Real3D SDK
• API usage
• Frame composition and configurations
• Source code example
16
17. LG Real3D SDK
• Works on the Android Platform.
• Enables developers to implement Real 3D applications & contents.
• Provides a Real3D API.
• Provides a new Real3D emulator (anaglyphic 3D).
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18. Installing the LG Real3D SDK
LG Real3D SDK is available as :
Standalone Third party Add-ons.
http://developer.lgmobile.com http://developer.lgmobile.com/sdk/andr
oid/repository.xml
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19. Real3D API
To view 3D images in 3D, a separate image has
to be delivered to each eye.
Using the Real3D API you can create 3D content without
worrying about the used display-technology.
The Real3D API will merge all the drawn information into L R
separated left/right images.
The phone will render the final 3D-image in the format
required by the display-technology.
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20. Frame Buffer Composition
Real3D surface 2D surface • Real3D surface is defined and
waits for end of frame rendering
into the surface.
Surface flinger
• When rendering is finished, surface
flinger will compose the final image
for the frame buffer, based on
Frame Buffer enumeration of 3D_TYPE and
3D_ORDER
Hardware Abstraction Layer • Hardware Abstraction Layer will
convert the image into the format
required by the screen.
i.e. for a Column-Barrier 3D-LCD
Final Image
the Frame buffer will contain an
interleaved image of scene.
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21. Real3D API :Image processing
• 3D Images are in the Side-by-Side
format.
• The side-by-Side format encodes
left & right perspective image data
in a single image frame.
• Images in the Real3D surface & 2D
surface are merged by the surface
Flinger into the display frame buffer.
• The resulting image is shown on
the 3D LCD panel by HAL
display(Hardware Abstraction
Layer).
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22. Surface Orientation and Image Order
API allows for multiple formats of S3D:
3D Surface Types Image Order
REAL3D_TYPE_SS REAL3D_ORDER_LR L R
REAL3D_TYPE_TB REAL3D_ORDER_RL R L
• Other configurations are also possible, but industry-recommendation is
Side-by-Side, in LR order
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23. API Usage / Initialization
// Create Real3DInfo class instance and define surface format.
Real3DInfo mR3DInfo = new Real3DInfo(true, REAL3D_TYPE_SS,
REAL3D_ORDER_LR);
// Create Real3D object instance, and pass in a surface holder.
Real3D mReal3D = new Real3D( mSurfaceView.getHolder() )
// Pass the surface format to the Real3D object.
mReal3D.setReal3DInfo( mR3DInfo );
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24. OpenGL Applications
• Initialization of Real3D OpenGL is same as other OpenGL applications
• Scene rendering involves more steps
• Two images of a scene need to be created and rendered into the
correct part of the surface (L or R)
• Typically two step process for each eye
• Setup viewport / camera
• Render frame
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25. SDK Sample Code
Let’s take a look at the SDK OpenGL Sample code ..
MainActivity.java
25
26. SDK Sample Code
Let’s take a look at the SDK OpenGL Sample code ..
GLTestRenderer.java
26
27. The Final Result
Your 2D surface with added positive and negative parallax effect.
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