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Welcome! Starting at 10AM!

Welcome! Starting at 10AM!. Helsinki, September 2004 Neil Trevett, Khronos President. 100Ms / annum. 10Ms / annum. 100Ks / annum. Thank You For Coming!. We all share a common market opportunity Handhelds becoming ubiquitous computing platforms – 100 of millions of devices

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Welcome! Starting at 10AM!

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  1. Welcome!Starting at 10AM! Helsinki, September 2004Neil Trevett, Khronos President

  2. 100Ms / annum 10Ms / annum 100Ks / annum Thank You For Coming! • We all share a common market opportunity • Handhelds becoming ubiquitous computing platforms – 100 of millions of devices • Today is focused on how to make good business from that opportunity • Rich media and 3D graphics is a key part of this revolution • Khronos is working to enable embedded rich media • But Developer Outreach is key – that’s why we are here 80’s3D in workstations 90’s3D in PCs 00’s3D in handhelds

  3. Agenda – Real Data – No Marketing! • We have worked hard to make this a useful day for you • Starting out broad and getting more detailed throughout the day Broad Topics 10:00Industry Context Jon Peddie, JPR – Broad industry trendsNeil Trevett, 3Dlabs – OpenGL ES and Khronos Overview Phil Atkin, Imagination – API Overview & Porting from PCs Arto, Fathammer – Fixed/float Robert Simpson, Bitboys – Hardware Acceleration Ville, Hybrid – Tips and Tricks Jani, Nokia – Series 60 and Symbian Kathleen, JPR - Panels 11:15 OpenGL ES 101Overview Topics 12:45 OpenGL ES 201Advanced Topics 2:45OpenGL ES 201Hands-on Details 3:45Open Discussion Detailed Topics

  4. Logistics for the Day • Morning and afternoon coffee breaks, lunch at 12:15PM • All presentations posted on www.khronos.org • Hold on to your red, numbered Free Beer ticket • We’re giving away TWO OpenGL ES Blue Books – in print next week • T-shirt giveaway!! • Coupons and flyers for discounts • OpenGL ES Blue Book and a Jon Peddie Tech Watch subscription • The OpenGL ES Coding contest is now running! • Sample code and applications for OpenGL ES games, demos and screensavers • $100K in prizes!! • A license of dPVS, Hybrid Graphics visibility determination library (Value $75,000) • Subscription to JPR TechWatch (value $2,500) • Borland C++ BuilderX 1.5 Mobile Edition - courtesy of Nokia • 3Dlabs Wildcat Realizm board (value $1,500) • And more! see www.khronos.org

  5. Khronos and OpenGL ES“The Big Picture” Neil TrevettSenior VP Market Development, 3DlabsPresident, Khronos GroupChairman OpenGL ES Working Group

  6. Diverse Need for Embedded 3D Line-poweredAppliances Safety Critical Consoles Avionics Life-critical displays SettopBoxes Automotive Entertainment solutions Telematics - console and heads-up displays Phones PDAs Advanced Personal Computing Hand-heldAppliances

  7. Game Developer Hardware Provider Game Developer Hardware Provider Game Developer Hardware Provider Game Developer Hardware Provider The Power of the Right API • A well-designed API is a contract between hardware and software worlds • Enabling both - everyone wins • ISVs see reduced variability across multiple platforms • More software can reach market faster at a better level of functionality and quality • Hardware vendors can accelerate a large body of software • Adding value to their platform Hardware Provider Game Developer An industry-standard graphics API enables any software to run on any conformant hardware

  8. Khronos Mission • Open Standard APIs for Embedded Media Acceleration Open MembershipAny company is free to joinNon-profit consortium Open StandardsOpenly availableRoyalty-free More than Just SpecificationsConformance tests, promotion and education tocreate industry momentum and infrastructure Cross Platform StandardsIncluding diverse handheld and embedded markets Khronos has a PROVEN reputation for the TIMELY creation of HIGH-QUALITY, ROYALTY-FREE standards

  9. Over 60 Khronos Members Promoting Members Contributing Members

  10. Khronos Media Acceleration APIs 2004Embedded 2D Vector Graphics Acceleration 2002Embedded 3D Graphics Acceleration Broad range of cutting-edge media acceleration APIs synergistically developed a unified standard body 2000Streaming Media Control and Video Acceleration 2004Embedded Media Primitive Acceleration Khronos Becoming the Industry’s Open Standard’s Body for Embedded Multimedia Acceleration

  11. Recent Khronos News • OpenGL ES 1.1 publicly released on schedule • Enabling a new wave of 3D hardware accelerated cell phones • NEW OpenMAX Working Group • Accelerated media primitives for video, audio, images, graphics… • NEW OpenVG Working Group • Enabling hardware acceleration for high-quality vector 2D graphics on handhelds • Announcing OpenML Open Source Program • Full ML and MLdc source to be released on Source Forge this month • Call for review by OpenGL ES Safety Critical Working Group • Bringing OpenGL to life critical applications • First OpenGL ES hardware accelerated cell phones beginning to ship • Cell phone market is currently running at 500M handsets a year • Within 3 years there will be more OpenGL ES machines than Direct3D machines The Vodafone V602SH - With full hardware OpenGL ES acceleration – in stores in Japan now

  12. Khronos API Stack • How things fit together Applications Image librariesVideo CodecsSound Librariesetc. etc. VideoDynamic Media Authoring API 3DSmall footprint 3D for embedded systems Vector 2D Low-level hardware acceleration API Three media libraries called by applications. Can be ported directly to silicon. Accelerated media primitives for cross-platform acceleration of media libraries Media Engines – CPUs, DSP, Hardware Accelerators etc.

  13. Khronos Participation Model Promoters Board decides strategy - what Working Groups, budget, ratification of working group specifications Contributors Any member can join working groups to produce specifications and other products Conformance Tests etc. Fee for access – fees waived for members Openly and publicly distributed – free of charge AdopterPackages RatifiedSpecifications SDKs Free libraries, utilities, examples. Licensed for commercial use Implementers Adopters Conforming products can use trademark Anyone can download specifications and SDKs and implement royalty-free products

  14. Driving Needs for OpenGL ES • Cell phone industry is the first major adopter Generate and port compelling 3D gaming content across multiple platforms. Needs a 3D development ecosystem founded on a cross-platform API Well-designed hardware acceleration for 3D can save 90% of power for graphics– increasing battery life GAMES CONTENT POWER SIZE QUALITY Low-cost chips and coresComplete software implementation at less than 50KB Small screens need high-quality processing per pixel beyond the ability of CPUs - driving the need for an 3D hardware acceleration API

  15. OpenGL ES API Standard • The industry-standard, small-footprint subset of OpenGL • Created with the blessing and cooperation of the OpenGL ARB • Powerful, low-level API with full functionality for 3D games • Available on all key platforms • Royalty Free!! Feedback and Ratification ARB EmbeddedFocus WorkstationFocus Eliminate Redundancy Small footprint e.g. 50KB software engines Eliminate Workstation Functionality

  16. EGL EGL – Increasing 3D Code Portability Operating system calls access platform resources - memory, processor threads etc. - but makes code non-portable ApplicationCode Native Operating System OpenGL ES provides portable, cross platform, abstracted access to the 3D pipeline 3D Hardware Acceleration EGL abstracts graphics-related system resource calls – such as accessing screen windows. Makes 3D-related code cross-platform portable. Similar to GLX/AGL/WGL

  17. Fixed and Float Profiles • Support for high-volume devices systems with no floating point is key • But need to prevent fragmentation between fixed and float applications • Common-Lite profile replaces all floating point calls with fixed point • Enabling applications to use just 16.16 integer math • Common Profile is a proper superset of Common-Lite • Has BOTH fixed and float versions of all entry points • Common-Lite applications run without modification on Common Profile Full functionality – with both float and fixed point entry points for code portability between profiles Full functionality – but just fixed point entry points to API for integer-only platforms CommonProfile Common-Lite Profile

  18. JSR 239 Defining official Java Bindings to OpenGL ES OpenGL ES – Central to Mobile 3D • Cross platform, low-level graphics API standard C/C++ Applications JavaApplications Applications Usable directly by applications High-levelGraphics Libraries Scenegraph APIsM3G (JSR 184) GamesEngines MiddlewareLibraries Usable by higher abstraction libraries Low-level3D Graphics API Hardware OpenGL ES Engines Software OpenGL ES Engines “Close to the metal” API provides portability AND flexibility J2ME Operating Systems Brings advanced 2D/3D graphics to a wide range of platforms

  19. OpenGL ES wins Game Developer Award for enabling ISVs Over 60 industry leaders are members of Khronos OpenGL ES development tools and books on the market Futuremarksmart phone benchmark – uses OpenGL ES OpenGL ES 1.1 released Aug’04 – 12 months after OpenGL ES 1.0 First hardware accelerated OpenGL ES phones shipping in Summer 2004 – Vodafone V602SH Building the Graphics API Ecosystem • All happening in “cell phone time” Market demand for Handheld 3D Great 3DApplications Industry Cooperation Enabling Developers Open API Standards Benchmarks Conformance Tests High-quality platforms OpenGL ES 1.0 Conformance Tests released Jan’04. First conformant software and hardware already shipping

  20. Reliable, cross-platform graphics functionality! OpenGL ES Adopters Package • Enabling Evaluation, Implementation and Testing • Evaluate the API: fully operational OpenGL ES library • Includes full Gerbera™ executable for Windows from Hybrid • Implementation Insights: open source sample implementation • OpenGL ES layered over desktop OpenGL on Windows and Linux • Testing Functionality: source to Conformance Tests • Only Conformant products can use the OpenGL ES Trademark • A peer-review formal process raises the testing bar relative to desktop OpenGL Reduces ISV porting and support costs across a wide diversity of platforms ISVS SHOULD DEMAND CONFOMANT PRODUCTS!LOOK FOR THE LOGO!

  21. OpenGL ES in Action Before OpenGL ES MotoGP on AcceleratedOpenGL ES Java MIDP1.0 Increase in visual quality, visual effects, screen resolution and frame rate – for less mW!! Nokia N-Gage

  22. An API Must Evolve at the Right Rate API Evolution Not so fast as to prevent widespread adoption on many devices Fast enough to encourage and expose new capabilities Enhanced 3D running in advanced fixed-function hardware - OpenGL ES 1.1 3D running in software – OpenGL ES 1.0 Advanced, 3D shaders running in programmable hardware – OpenGL ES 2.0 2004 2005 2006

  23. OpenGL ES Roadmap • Update OpenGL ES every year by default • To expose rapidly developing handheld platforms capabilities • BUT ONLY introduce features with proven demand from ISVs or IHVs • Guarding against unnecessary bloat • Track and adapt developments in desktop OpenGL Full high-level shading language capability to harness the power of programmable hardware OpenGL 2.0 Shader programmability for embedded devices OpenGL ES 2.0 Widely available cross-platform 3D graphics API OpenGL 1.5 Increasing emphasis on enabling emerging fixed function 3D hardware OpenGL ES 1.1 OpenGL 1.3 Enabling software AND hardware implementations – including small-footprint, low-end fixed point platforms OpenGL ES 1.0 Mid-03 Mid-04 Mid-05

  24. Roadmap Philosophy • Enabling wide range of platforms with minimized fragmentation • Evolving API versions are not obsoleted – they continue to serve a platform type • OpenGL ES 1.1 does NOT obsolete OpenGL ES 1.0 • OpenGL ES 1.0 will continue to be used on lower-end devices • OpenGL ES 2.0 does NOT obsolete OpenGL ES 1.X • OpenGL ES 1.X APIs will continue to be used on fixed-function hardware • OpenGL ES 1.X track will continue to evolve if needed • To enable evolving fixed function accelerators • OpenGL ES 2.0 will support full emulation of OpenGL ES 1.X • Using programmable shaders to provide backwards compatibility • Advanced programmable hardware OpenGL ES 2.0 2005 • Advanced fixed function hardware OpenGL ES 1.1 2004 • Software and lower-end hardware OpenGL ES 1.0 2003 Easy Portability

  25. OpenGL ES and EGL 1.1 • Enabling new-generation, hardware enabled handsets • On schedule – enabling and encouraging industry progress • Khronos committed to annual API update at Siggraph last year • Backwards compatible with OpenGL ES 1.0 • A superset of OpenGL ES 1.0 - Common and Common-Lite profiles maintained • OpenGL ES 1.1 Conformance Tests in three months • Formal peer review - sustaining API quality – vital for industry confidence and adoption Enhanced Power EfficiencyBuffer ObjectsSwap IntervalPower Events Enhanced Effects Multi-textureSkinning Particle effects OpenGL ES 1.1 Enhanced JSR 184 SupportSprite and background handling Enhanced FlexibilityDynamic State Queries so layered software can use OpenGL ES.Not just games anymore! www.khronos.org/opengles/spec.html

  26. Safety Critical Profile • Targeted at avionics and automotive applications • Enabling OpenGL ES drivers that can be DO178-B certified • Khronos Safety Critical Working Group in progress now • To produce profile specification in October 2004 Generic, minimum footprint, full function 3D enables diverse graphics applications Common Safety Critical Absolute minimum code size and complexity to ease safety certifications. Support for certified legacy applications SPEC IN REVIEW – if you are interested to be a reviewer emailneil.trevett@3dlabs.com

  27. OpenVG • A low-level API for Bezier-based vector graphics • With a focus on enabling hardware acceleration • NOT a competitor to SVG, Flash, PDF and postscript • A complementary acceleration layer for that class of software Need for high-quality 2D graphics and text on small-screen devices Need to offload vector 2D graphics operation from the CPU Need to save power when running vector 2D graphics Hardware Acceleration for Vector Graphics Need for SCALABLE 2D graphics to enable easy porting of content to different screen sizes

  28. Fast Track Development • Will be used in wide range of applications and vector libraries • That need access low-level vector graphics primitives • Text packages, GPS, screen savers, HUDs on games… • Specification aimed for release early 2005 • Specification review later this year, Conformance tests before mid-2005 Applications SVG/Flash/Font Package etc.. 2D Hardware Acceleration

  29. Video Voice Audio Image MP3 AAC etc. MPEG-4 H.264 Etc. G.7xx Etc JPEG JPEG2k etc OpenMAX – Media Primitives • Combinatorial problem of hardware and software • Media libraries are typically LATE to market and POORLY optimized • OpenMAX defines standard collections of media “hotspot” primitives • To be implemented on multiple processors, platforms and architectures • Enables rapid PORTING and OPTIMIZATION of multimedia libraries • Video, audio, graphics, imaging etc. A diverse range of media acceleration silicon using many diverse architectures RISC DSP CombinatorialProblem SMP H/W An increasing number of multimedia API libraries for video, audio, graphics and images Highly optimized OpenMAX libraries are supplied by silicon vendors to enable rapid porting of libraries across multiple accelerators

  30. Complete Media Library Portability Application OpenMAX ILPortability Across Operating SystemsAbstracted interfaces for media libraries into OS media frameworks Operating System Media Framework IL – “Integration Level”Media Primitives – provide portability of silicon acceleration More Media Libraries MP3 AMR H.264 MPEG4 DL – “Development Level”Media Primitives – provide portability of silicon acceleration Media EnginesCPUs, DSP, Hardware Accelerators etc. OpenMAX DLPortability Across Processors Hotspot primitives to enable easy porting across hardware architectures

  31. OpenMAX Working Group • API specification will be open and royalty-free to the industry • Using Khronos reciprocal licensing IP model • Khronos Working Group creating complete set of deliverables • Specifications, implementations, conformance tests • Available across a wide variety of architectures and operating systems • To enable true media library portability • Encourage wide industry support and adoption • Khronos committed to strongly promote this important new standard OpenMAX Working group established. Public announcement to invite industry participation Ratify and publicly release OpenMAX 1.0 Initial implementations available 1st OpenMAX face-to-face meeting Draft OpenMAX 1.0 specification completed 2Q04 3Q04 4Q04 1Q05 2Q05

  32. Further Resources • www.khronos.org • All presentations posted there • Public Forums • Get involved in the Khronos community • Specification Reviews • Sign-up for mailing list alerts for API draft reviews • More DevU courses around the world • Tell your friends! • OpenGL ES Coding Challenge • Being announced here today in Helsinki!

  33. OpenGL ES Coding Challenge • The OpenGL ES Coding contest is now running! • Sample code and applications for OpenGL ES games, demos and screensavers • $100K in prizes!! • A license of dPVS, Hybrid Graphics visibility determination library (Value $75,000) • Subscription to JPR TechWatch (value $2,500) • Borland C++ BuilderX 1.5 Mobile Edition - courtesy of Nokia • 3Dlabs Wildcat Realizm board (value $1,500) • And more! • See www.khronos.org

  34. Any Questions?

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