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With features such as high-quality video and 3D graphics moving
from high-end cell phones into mainstream phones, leading chip
vendors are adding multimedia engines to their handset processors
rather than relying on external multimedia chips. This level
of integration reduces the cost and power consumption of media
functions, making these features more accessible for handset
designers. But the complexity of the handset processor increases.
TI
and Qualcomm Lead
For example,
Texas Instruments is currently sampling its OMAP V2230, the company’s
first standard processor with a 3G baseband. In addition to the
integrated baseband, the V2230 offers excellent multimedia performance.
The chip includes a powerful ARM11 CPU that has plenty of cycles
to spare after implementing the WCDMA baseband protocols. These
cycles can be used for audio, video, or graphics calculations.
For outstanding
multimedia performance, the V2230 includes two special-purpose
engines. The image/video accelerator (IVA) can perform MPEG4
video encoding or decoding at a full 30 frames per second (fps)
at up to VGA resolution (640x480). This provides a TV-like video
experience on any phone screen and even if the phone is plugged
into an external monitor. The V2230 also includes a 3D graphics
engine capable of rendering 1 million polygons per second, delivering
games with quality similar to the original Sony PlayStation.
For even better
performance, Qualcomm is sampling the initial members of its
MSM7000 line, a family of handset processors that integrate CDMA
or WCDMA basebands. These chips include an ARM11 CPU as well
as a video engine and a 3D engine. The video engine provides
30fps video at up to VGA resolution. The 3D engine, of Qualcomm’s
design, codeveloped with ATI, renders up to 4 million polygons
per second.
Hardware
vs. Software
At speeds
of up to 400MHz, the ARM11 can perform audio, video, and graphics
in software, providing acceptable video and graphics for most
handset displays, which are rarely more than QVGA (320x240) resolution.
One could question the need for multimedia engines in addition
to this fast CPU. Indeed, Freescale’s newest handset processors,
which appear in the RAZR and other popular Motorola phones, include
an ARM11 CPU but have hardware for only video encoding, doing
all other multimedia tasks in software.
This software
approach has the benefit of flexibility: as audio and video codecs
evolve and new ones emerge, software can be modified to support
them. But even when using ARM’s special multimedia instructions,
software video codecs require significantly more battery power
than custom video hardware.
Some video
engines are completely hardwired, eliminating the overhead of
fetching and decoding instructions. Others use a customized processor
that is optimized for video; these processors can often be upgraded
for changes in the codec. In either case, the specialized hardware
is more efficient than the ARM CPU, reducing power consumption.
Without a specialized engine, watching video on a phone can quickly
drain the battery, even with a small screen.
Graphics,
particularly 3D, poses a similar problem. Geometry calculations
typically require floating-point math, which can be very time-consuming
on a standard ARM CPU. Shading, lighting, and rendering are also
complicated. A hardware 3D engine is much more efficient at these
tasks, providing much better graphics performance. Alternatively,
the 3D engine will greatly reduce power consumption at the same
image quality. Because ARM now licenses the PowerVR engine, adding
3D acceleration to a handset processor is fairly simple.
Raising
the Bar
Many multimedia
phones today still use a separate multimedia chip. For example,
Motorola is the biggest customer for ATI’s mobile graphics
chips, which boost 3D and video performance. Broadcom’s
Cellairity chip set includes the company’s own video chip
(the same one used in Apple’s Video iPod). This approach
is fine for adding multimedia to an existing design and creating
a new high-end model. But extra chips add extra cost, power,
and board area to a handset design.
Integrating
multimedia acceleration into the main handset processor solves
this problem. As handset processors move into 65nm manufacturing
technology, the transistor budgets are big enough to include
multimedia engines. Companies that have already developed these
engines on a separate chip, such as Broadcom, will have an easier
design task than companies that must develop new architectures.
TI and Qualcomm,
the two leading vendors of handset processors, have taken the
lead in integrating and delivering processors with multimedia
acceleration. These vendors have the revenue to invest in developing
new technologies at the high end. As cell-phone users become
more excited about watching video and playing games, other chip
vendors will also need to deliver multimedia handset processors.
Originally published in Nikkei
Electronics Asia, April 2006
© 2002-2006 The Linley Group
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