The Khronos Group - Connecting Software to Silicon

The Khronos Group is a not for profit industry consortium creating open standards for the authoring and acceleration of parallel computing, graphics, dynamic media, computer vision and sensor processing on a wide variety of platforms and devices. All Khronos members are able to contribute to the development of Khronos API specifications, are empowered to vote at various stages before public deployment, and are able to accelerate the delivery of their cutting-edge 3D platforms and applications through early access to specification drafts and conformance tests.

Khronos Group News Archives

3DMarkMobile06 will help speed the development of fast, and powerful OpenGL ES accelerated mobile devices

3DMarkMobile06 is the first benchmark designed specifically to benchmark next generation OpenGL ES 1.0 and OpenGL ES 1.1 hardware accelerated mobile handsets and is developed in cooperation with Khronos members; including ARM, ATI, Bitboys, DMP, Falanx, Imagination Technologies, Intel, NVIDIA and Symbian. The benchmark delivers a variety of performance tests that measure mobile 3D hardware using OpenGL ES and will assist the industry to deliver 3D-enabled handhelds that are fast, powerful, and efficient. An end-user friendly of 3DMarkMobile06 is expected to be launched later next year to enable consumers to conduct their own benchmarking of handsets with hardware accelerated 3D graphics. Read More

Presentations from Shanghai and Seoul Khronos Mobile Gaming Forums cover OpenGL ES, OpenVG and OpenSL ES

The presentations from the Shanghai Press Conference and Seoul Mobile Gaming Forum are now online. Presentations cover OpenGL ES 1.1 hardware acceleration porting and optimizations, the structure of OpenVG and a brief introduction to the new embedded audio API, OpenSL ES. Presentations are available in Chinese and Korean, as well as English. Read More

Quantum3D releases IData 178 Cert Package for IData HMI toolset with OpenGL SC compliant rendere

IData 178 is a complete DO-178B Certification Package for the production of Level-A safety-critical applications using the Quantum3D IData advanced Human Machine Interface (HMI) toolset. The included IData 178's DO-178B Render Engine offers avionics developers the full capabilities of IData's extensible HMI modeling and rendering system to enable developers to produce fully-certifiable cursor-controlled applications that rival the sophistication of desktop applications. IData 178 is fully compliant with the OpenGL ES Safety Critical profile defined by the Khronos Group and with OpenGL subsets offered by industry leading DO-178B OpenGL driver providers including Seaweed Systems and ALT Software as deployed in COTS certifiable RTOS environments such as LynxOS 178, Wind River VxWorks and Green Hills Integrity, as well as proprietary RTOS environments. Read More

Quantum3D and Seaweed Systems to integrate OpenGL SC implementations for DO-178B Level-A certifie

Quantum3D and Seaweed Systems will collaborate in the safety-critical embedded graphics market to integegrate the Quantum3D IData 178 DO-178B Level A Certification Package for the Quantum3D IDat Human Machine Interface (HMI) toolset, with Seaweed's DO-178B certifiable SeaWind/178 OpenGL driver. Both companies believe that OpenGL SC will have a profound impact on their core markets and, as a result, have already independently produced compliant implementations of their own products, SeaWind/178 and IData ES and IData 178 respectively. This new joint marketing agreement establishes the framework for the two companies to extend their cooperative efforts in order to ensure continued close integration between respective future products aimed at the safety critical embedded graphics market. Read More

Futuremark announces 3DMarkMobile06 graphics performance benchmarking application for companies developing OpenGL ES 3D mobile hardware

3DMarkMobile06 Developers Edition is a robust OpenGL ES 1.0 and 1.1 benchmark that tests 3D graphics performance of mobile 3D hardware. High detail game content generates workloads that tax OpenGL ES 3D hardware in a realistic way. Combined with feature tests consisting of pixel processing, vertex processing, and CPU processing, development hardware and prototype device performance can be tested, evaluated and compared, fairly and consistently. Before 3DMark Mobile06, nobody was able to make meaningful apples to apples comparisons of the graphics hardware that we all will have in our future phones. Futuremark will be giving a presentation at the Korean Game Developers conference in Seoul Nov 11, 2005. Read More

NVIDIA to implement Hybrid’s vertically integrated M3G (JSR 184) with OpenGL ES and OpenVG support on top of GoForce mediaprocessors

NVIDIA has licensed Hybrid's M3G (JSR 184 API implementation to be used on top of GoForce mediaprocessors to deliver a native, integrated, OpenGL ES hardware accelerated mobile Java 3D API. Through this partnership, NVIDIA will expand its software development toolkit for mobile phones including support for OpenVG 1.0, an SVG (scalable vector graphics) Tiny player and Java bindings for both OpenGL ES (JSR 239) and SVG (JSR 226). NVIDIA can now immediately provide developers with a seamlessly optimized and supported 3D graphics platform for wireless handsets. Read More

Presentations from Austin Khronos Mobile Gaming Forum cover OpenGL ES, OpenVG and OpenSL ES

The presentations from the Austin Khronos Mobile Gaming Forum are now online. Presentations cover OpenGL ES 1.1 hardware acceleration porting and optimizations, the structure of OpenVG and a brief introduction to the new embedded audio API, OpenSL ES. The Khronos Overview (4.4 MB pdf) is a fast way to understand the Khronos platform for embedded media, from APIs to authoring tools. Read More

OpenGL ES standard and tools drive next-gen military user interface Human-Machine Interface apps

This article by Quantum3D discusses how 2D and 3D digital maps, combined with intuitive Human-Machine Interface graphics, will enable shared situational awareness and net-centric collaboration on all levels of embedded systems. OpenGL ES, along with hardware and tools that support it, will help make next-generation advanced HMIs a reality. Read More

Khronos Mobile Technology Forum at China Mobile 2005 to feature gaming demos from Fathammer

The Khronos Mobile Technology Forum at the China Mobile Terminal Industry Development Forum 2005 will feature demos from Fathammer of LGE, Samsung, SKTeletech, Pantech and Curitel phones with OpenGL ES hardware acceleration, as well as presentations from Creative, Emersys, and Nvidia. Read More

Tutorial: Getting Started With the Mobile 3D Graphics API for J2ME - retained mode scenegraph and immediate mode OpenGL ES rendering

This tutorial introduces the Mobile 3D Graphics (M3G) API for the Java 2 Platform, Micro Edition (J2ME), defined in JSR 184. M3G defines low- and high-level programming interfaces that bring efficient, interactive 3D graphics to devices with little memory and processing power, and with no required hardware support for 3D graphics or floating-point operations, but can scale up to higher-end devices that have color displays, 3D graphics hardware, and support for floating-point operations. It offers both retained-mode access (scene graphs) and an immediate mode that is aligned with OpenGL ES. The Hybrid Mobile Framework v6 is an implementaiton of M3G that takes advantage of OpenGL ES hardware acceleration. Read More

Migration from software rendering to 3D accelerated graphics using OpenGL ES

This article on GameDev.net (first in a series) discusses implications when migrating mobile device developers from SW rendering to HW rendering using OpenGL ES. Key considerations include: use MIP mapping and bilinear filtering for textures; submit fewer, larger groups of polygon; and most importantly, always maintain graphics processor/CPU parallelism and avoid forcing synchronization (with HW accelerated 3D rendering, you have two processors to execute your software; the HW renderer takes all the load of rendering away from the CPU, freeing up for more complex physics, AI or other effects, or simply to allow the program to run at a higher frame-rate). Read More

Alias FBX SDK to support COLLADA enabling 3D developers to easily share content and assets across multiple authoring applications and platforms

Designed for animators working on state-of-the-art feature films, games, television series and commercials, FBX allows most 3D data types to flow effortlessly between different software applications. The Alias FBX SDK is the free, easy-to-use C++ software development toolkit that provides FBX conversion utilities to any 3D software application. The FBX SDK will soon support the COLLADA XML-based digital asset schema. COLLADA was recently adopted as an open-standard initiative by Khronos and is used by game content developers - including those developing art assets for the PLAYSTATION 3 and wireless handheld devices. More than 2,500 content developers will gain support for the COLLADA schema and file exchange with this update to the FBX SDK. Leading 3D products that already support FBX and consequently will support COLLADA include Maya, Softimage, Discreet (inferno, flame, flint) Eovia (Cararra, Amapi, Hexagon) , Cinema 4D, Lightwave 3D, QuickTime, and more. Read More

Hybrid Mobile Framework v6 for embedded devices supports OpenGL ES,  JSR 184, OpenVG and multimedia and DSP accelerators

Hybrid Graphics announced the Hybrid Mobile Framework v6 for embedded devices. In addition to OpenGL ES and JSR 184 implementations, Mobile Framework v6 adds full support for OpenVG 1.0, an SVG Tiny player and support for graphics hardware from DSP chips to full-fledged hardware 3D accelerators. Read More

AlexVG OpenVG 1.0 video capture shows smooth and fluidly scalable vector and raster graphics with effects

AlexVG is the first commercial software engine based on the OpenVG 1.0 API. This video capture of the demo produced for IBC2005 shows OpenVG rendering of paths, images, paint, blending, transformation, and image filters. The demo running under desktop Windows is not hardware accelerated, but the images are nevertheless smooth and fluidly scalable with sophisticated transitions, filters and effects. AlexVG is hardware scalable and can be used in SVG viewers, electronic maps, e-books, graphic user interfaces, and games. Read More

ATI 3D Developer Days October 19-20 in SF to feature sessions on developing for handhelds using OpenGL ES

ATI 3D Developer Days run October 19-20 in San Francisco ($150 registration). The sessions focus on the latest tools and SDKs for creating visually compelling 3D content using ATI SDKs, tools and media processors. Sessions of interest to handheld developers:

  • Optimizing Handheld Games for ATI’s IMAGEON 2300 - focuses on optimizations for this full-featured, OpenGL ES-accelerated 3D hardware solution for mobile phones.
  • ATI’s Handheld SDK - explains how developers can get the most out of ATI’s latest Handheld products.
  • OpenGL ES - by Dan Ginsburg discusses how OpenGL ES 2.0 introduces the majority of the functionality used by today's desktop games into the embedded space and the major impact it will have on mobile game developers. While OpenGL ES 2.0 ushers in the shader era to mobile gaming, it also means that mobile game developers will need to make significant changes to their applications.
  • Qualcomm Gaming Road Map - presents QUALCOMM's MSM chipset roadmap for graphics (OpenGL ES for 3D), audio and location based technologies for gaming
Read More

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