Mobile 3D Graphics API

Last updated
Screenshot of Asphalt 3: Street Rules, showing the capabilities of the Mobile 3D Graphics API. Asphalt 3 gameplay.png
Screenshot of Asphalt 3: Street Rules , showing the capabilities of the Mobile 3D Graphics API.

The Mobile 3D Graphics API, commonly referred to as M3G, is a specification defining an API for writing Java programs that produce 3D computer graphics. It extends the capabilities of the Java ME, a version of the Java platform tailored for embedded devices such as mobile phones and PDAs. The object-oriented interface consists of 30 classes that can be used to draw complex animated three-dimensional scenes. M3G was developed under the Java Community Process as JSR 184. As of 2007, the current version of M3G is 1.1, but version 2.0 is in development as JSR 297.

Contents

Immediate and retained modes

M3G provides two ways for developers to draw 3D graphics: immediate mode and retained mode. In immediate mode, graphics commands are issued directly into the graphics pipeline and the rendering engine executes them immediately. When using this method, the developer must write code that specifically tells the rendering engine what to draw for each animation frame. A camera, and set of lights are also associated with the scene, but is not necessarily part of it. In immediate mode it is possible to display single objects, as well as entire scenes (or worlds, with a camera, lights, and background as parts of the scene).

Retained mode always uses a scene graph that links all geometric objects in the 3D world in a tree structure, and also specifies the camera, lights, and background. Higher-level information about each object—such as its geometric structure, position, and appearance—is retained from frame to frame.

Other features

The M3G standard also specifies a file format for 3D model data, including animation data format. This allows developers to create content on PCs that can be loaded by M3G on mobile devices.

Further reading

Related Research Articles

<span class="mw-page-title-main">OpenGL</span> Cross-platform graphics API

OpenGL is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics. The API is typically used to interact with a graphics processing unit (GPU), to achieve hardware-accelerated rendering.

Java Platform, Micro Edition or Java ME is a computing platform for development and deployment of portable code for embedded and mobile devices. Java ME was formerly known as Java 2 Platform, Micro Edition or J2ME. As of December 22, 2006, the Java ME source code is licensed under the GNU General Public License, and is released under the project name phoneME.

DoJa profile is a Java application environment specification for DoCoMo's i-mode mobile phone.

Mobile Information Device Profile (MIDP) is a specification published for the use of Java on embedded devices such as mobile phones and PDAs. MIDP is part of the Java Platform, Micro Edition framework and sits on top of Connected Limited Device Configuration (CLDC), a set of lower level programming interfaces. MIDP was developed under the Java Community Process. The first MIDP devices were launched in April 2001.

The Connected Limited Device Configuration (CLDC) is a specification of a framework for Java ME applications describing the basic set of libraries and virtual-machine features that must be present in an implementation. The CLDC is combined with one or more profiles to give developers a platform for building applications on embedded devices with very limited resources such as pagers and mobile phones. The CLDC was developed under the Java Community Process as JSR 30 and JSR 139.

<span class="mw-page-title-main">Binary Runtime Environment for Wireless</span> Application development platform

Binary Runtime Environment for Wireless is an application development platform created by Qualcomm, originally for code division multiple access (CDMA) mobile phones, featuring third-party applications such as mobile games. It is offered in some feature phones but not in smartphones. First developed in 1999, as a platform for wireless applications on CDMA-based mobile phones, it debuted in September 2001. As a software platform that can download and run small programs for playing games, sending messages, and sharing photos, the main advantage of Brew MP is that the application developers can easily port their applications among all Brew MP devices by providing a standardized set of application programming interfaces. Software for Brew MP enabled handsets can be developed in C or C++ using the freely downloadable Brew MP software development kit (SDK). The BREW runtime library is part of the wireless device on-chip firmware or operating system to allow programmers to develop applications without needing to code for system interface or understand wireless applications. BREW is described as a pseudo operating system, but not a true mobile operating system. BREW is not a virtual machine such as Java ME, but it runs a native code.

The Khronos Group, Inc. is an open, non-profit, member-driven consortium of 170 organizations developing, publishing and maintaining royalty-free interoperability standards for 3D graphics, virtual reality, augmented reality, parallel computation, vision acceleration and machine learning. The open standards and associated conformance tests enable software applications and middleware to effectively harness authoring and accelerated playback of dynamic media across a wide variety of platforms and devices. The group is based in Beaverton, Oregon.

<span class="mw-page-title-main">Java 3D</span> Java 3D graphics API

Java 3D is a scene graph-based 3D application programming interface (API) for the Java platform. It runs on top of either OpenGL or Direct3D until version 1.6.0, which runs on top of Java OpenGL (JOGL). Since version 1.2, Java 3D has been developed under the Java Community Process. A Java 3D scene graph is a directed acyclic graph (DAG).

<span class="mw-page-title-main">OpenGL ES</span> Subset of the OpenGL API for embedded systems

OpenGL for Embedded Systems is a subset of the OpenGL computer graphics rendering application programming interface (API) for rendering 2D and 3D computer graphics such as those used by video games, typically hardware-accelerated using a graphics processing unit (GPU). It is designed for embedded systems like smartphones, tablet computers, video game consoles and PDAs. OpenGL ES is the "most widely deployed 3D graphics API in history".

<span class="mw-page-title-main">Java OpenGL</span>

Java OpenGL (JOGL) is a wrapper library that allows OpenGL to be used in the Java programming language. It was originally developed by Kenneth Bradley Russell and Christopher John Kline, and was further developed by the Sun Microsystems Game Technology Group. Since 2010, it has been an independent open-source project under a BSD license. It is the reference implementation for Java Bindings for OpenGL (JSR-231).

Java APIs for Bluetooth Wireless Technology (JABWT) is a J2ME specification for APIs that allows Java MIDlets running on embedded devices such as mobile phones to use Bluetooth for short-range wireless communication. JABWT was developed as JSR-82 under the Java Community Process.

The canvas element is part of HTML5 and allows for dynamic, scriptable rendering of 2D shapes and bitmap images. It is a low level, procedural model that updates a bitmap. HTML5 Canvas also helps in making 2D games.

Immediate mode is an API design pattern in computer graphics libraries, in which

The phoneME project is Sun Microsystems reference implementation of Java virtual machine and associated libraries of Java ME with source, licensed under the GNU General Public License.

Web3D, also called 3D Web, is a group of technologies to display and navigate websites using 3D computer graphics.

In computing, the Advanced Multimedia Supplements is an API specification for the Java ME platform. Practically speaking, it is an extension to JSR 135 Mobile Media API providing new features, such as positional 3D audio processing, audio and video effects processing, better controls for digital camera, and better support for analog radio tuner including Radio Data System. AMMS was developed under the Java Community Process as JSR 234.

<span class="mw-page-title-main">WebGL</span> JavaScript bindings for OpenGL in web browsers

WebGL is a JavaScript API for rendering interactive 2D and 3D graphics within any compatible web browser without the use of plug-ins. WebGL is fully integrated with other web standards, allowing GPU-accelerated usage of physics and image processing and effects as part of the web page canvas. WebGL elements can be mixed with other HTML elements and composited with other parts of the page or page background.

<span class="mw-page-title-main">Nokia 2730 classic</span> 2009 cell phone model

The Nokia 2730 classic is a Nokia Quad-band GSM/UMTS 3G cell phone that includes a camera, FM radio, Bluetooth, music and video player, as well as several internet-based applications.

<span class="mw-page-title-main">Nokia Asha platform</span>

The Nokia Asha platform is a mobile operating system (OS) and computing platform designed for low-end borderline smartphones, based on software from Smarterphone which was acquired by Nokia. The platform inherits UI similarities mostly from MeeGo "Harmattan", and replaces Series 40 on Nokia's low-end devices. The user interface design team was headed by Peter Skillman, who had worked previously on webOS and the design of MeeGo for the Nokia N9.