My understanding is that practically all cell phone screens have far fewer pixels than full 640x480 VGA resolution.
So if that's your minimum resolution, you're forced to use something other than a cell phone screen.
Even the LCD you mentioned has a slightly lower resolution of
640×360 pixel (based on one definition of "pixel"). Alas, my brief bit of googling failed to even bring up the manufacturer and manufacturer's part number of that screen, much less any datasheets or other interface information.
In principle, with a lot of patience and the right tools (oscilloscope, logic analyzer, etc.) and a willingness to destroy a few devices during the experiment, it's possible to reverse engineer just about any working piece of electronics.
In practice, as Oli Glaser mentioned, getting devices working even with a datasheet in hand is hard enough.
In practice, most cell phone screens are so poorly documented that it seems (relatively) much easier to switch to using one of the few well-documented cell phone screens, such as:
1-bit color 240x64 pixels graphic LCD screen with Toshiba T6963 controller
http://code.google.com/p/arduino-t6963c/
12-bit color 128x128 pixel screens
used on the Nokia 6100 phone, the Nokia 2600 phone (and others).
http://arduino.cc/playground/Code/LCDPCF8833
http://www.instructables.com/id/How-To-Use-a-Nokia-Color-LCD/
12-bit color 128x128 3V Epson Nokia phone LCD
http://arduino.cc/playground/S1D15G10NokiaLCD/S1D15G10NokiaLCD
18-bit color 319x239 pixel screen
"SmartGPU"
http://arduino.cc/playground/SmartGPU/SmartGPU
320*240 graphic LCD
http://www.seeedstudio.com/depot/320240-graphic-lcd-w-touch-screen-and-hw-accel-p-147.html
Related: Easily controlled color LCD for hobby projects?