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“Broadcast GL”

“Broadcast GL”. Presentation to OpenGL ARB March 1999 Rob Glidden robg@quadramix.com. Outline. Overview Status Relation to ARB. Overview. What is BGL?. “Conformant profile/extension of OpenGL for broadcast-enabled receivers” Launched Jan 1999 Goal of public specification by May 1.

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“Broadcast GL”

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  1. “Broadcast GL” Presentation to OpenGL ARB March 1999 Rob Glidden robg@quadramix.com

  2. Outline • Overview • Status • Relation to ARB

  3. Overview

  4. What is BGL? • “Conformant profile/extension of OpenGL for broadcast-enabled receivers” • Launched Jan 1999 • Goal of public specification by May 1

  5. ATI Broadcom 3Dlabs Metabyte NVIDIA Philips PLATINUM Quadramix Reader LLC SONY Stellar Semiconductor Wind River Participants

  6. Why BGL? • New devices • Digital set tops • Internet devices • Consumer media “appliances” • New capabilities • Rapidly expanding graphics • High-bandwidth communication interfaces • New standards • “Interactive broadcast services” • ATSC/DASE, AICI, DVB, MHEG, W3C, Web3D, ATVEF, MPEG4 Cross platform “media API” needed

  7. Schedule • Launched Jan 1999, monthly meetings • Feb 1 Requirements, data evaluation • Mar 1 1st internal draft • Apr 1 Public review draft • May 1 Proposal 1.0

  8. Requirements • 1 Compositor • Cross-platform API for display of synchronous integrated media • 2 Surfaces • Video, 2D, 3D, text, and vector content to be composited • 3 Build on existing 2D, video APIs • 4 3D Profile • Profile/adaptation of OpenGL for broadcast environments

  9. 1.0 Compositor • 1.1 Compositing of multiple surfaces • 1.2 Run-time performance profiling for scaleable content • 1.3 Performance optimizations must not require content awareness

  10. 2.0 Surfaces • 2.1 Support multiple rendering contexts • 2.2 Support synchronized composition • 2.3 Support domain-specific rendering methodologies • 2.4 Multiple surface composition • 2.5 Surfaces as buffers

  11. 3.0 Build on existing APIs • 3.1 Enable transition from existing video, 2D, and vector/font rendering APIs • 3.2 Support animated images

  12. 4.0 Profiling/Adapting OpenGL • 4.1 Operate in embedded contexts • 4.2 Operate in footprint-constrained contexts • 4.3 Support range of rendering architectures • 4.4 Enable high-performance, feature-rich media • 4.5 Conformant

  13. Status

  14. “Profiling” • Tried application-based profiles • Profiled OpenGL calls • GL games, VRML browsers • Did not work • No common architecture theme • Considering “architecture” profiles • Color formats, display lists, buffers • Device constraints are moving target • 32 meg designs appearing

  15. “Surfacing API” • Two proposals • “OpenGL agnostic” • Surfaces are not OpenGL buffers • Could be implemented without OpenGL • “OpenGL centric” • Uses OpenGL buffers • Requires OpenGL • Currently merging proposals • Leaning to “OpenGL agnostic” • Contacts with UGL, SVG, MHEG, others

  16. Relation with ARB

  17. Issue: Long-Term Home • No group decision yet • Time-to-market, IP concerns expressed • Options • 3D Profile in ARB? • Assumed continued OpenGL licensing • Surfacing API • ARB, or other standards organization? • Possible IP-free or open source? • Need to avoid adding IP to existing 2D APIs • Depends on OpenGL “centric” v. “agnostic”? • Other options?

  18. More Info • Rob Glidden - robg@quadramix.com • Andy Fischer - afischer@metabyte.com

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