The Khronos Group - a non-profit industry consortium to develop, publish and promote open standard, royalty-free media authoring and acceleration standards for desktop and handheld devices, combined with conformance qua
lification programs for platform and device interoperability.
Open Standards for media authoring and acceleration on desktop, mobile and embedded devices
"Into Tomorrow" broadcasts from Siggraph 2010 in Los Angeles, CA. Dave Graveline interviews Neil Trevett from The Khronos Group & NVIDIA. Dave and Neil discuss WebGL and "Pixels in the Palm of your hand"
More videos about the Khronos Group can be found on the YouTube Khronos Channel.
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AMD has added OpenGL ES 2.0 support in the 10.8 drivers which will allow hardware accelerated WebGL support. The Catalyst 10.8 product is based on a published Khronos Specification, and is expected to pass the Khronos Conformance Testing Process. Current conformance status can be found at www.khronos.org/conformance.
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Kanzi provides the missing link between today’s leading 3D graphics content creation tools (e.g. 3DS Max, Maya and Softimage) and target devices, now including the Android devices. Artists can easily export their designs from these software packages to Kanzi Tool using COLLADA data format. Kanzi also features a unified pipeline for OpenGL ES 2.0 and OpenGL ES 1.x based 3D graphics.
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DMP is proud to announce two all new OpenGL ES programming training courses. OpenGL ES programming training I and II will run September 9-10 and September 16-17 2010. Complete details are available online for the Training I and Training II courses in english, and in Japanese.
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Digital Media Professionals Inc. announced that it will start selling the English version of its Android 3D Graphics Learning Kit in August 2010. DMP will showcase the first public exhibition of its Android 3D Graphics Learning Kit (English Version) at SIGGRAPH 2010 at Khronos Booth #1201.
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Thanks to the flexibility of COLLADA being an XML based language, the COLLADA Working Group continues to grow with new members from many diverse disciplines that employ 3D technologies. Many of our members turn to Khronos standards such as COLLADA, OpenGL ES and WebGL to support 3D content that can take advantage of web protocols and the forthcoming HTML5 suite of standards. The synergy between the industry's 3D applications and Khronos standards motivates best-in-class COLLADA coherent products; products that soon will have the potential to operate within native 3D enabled browsers. This summer at Siggraph, we welcome you to join us at the COLLADA Birds of a Feather session on Tuesday, July 27 from 1:00 pm - 3:00 pm in the Los Angeles Convention Center, Room 402A, to hear from some of these members on how they employ COLLADA. You'll also learn more about our current working group efforts and our plans for the future. We hope you will join us!
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Graphic Remedy is proud to announce the release of gDEBugger Version 5.6 for Windows, Linux, Mac OS X, iPhone and iPad. This version introduces iPhone and iPad on-device debugging and profiling abilities, letting developers optimize their App, in real-time, on the actual iPhone and iPad hardware, while viewing invaluable inside information such as device's GPU, CPU, graphic driver and operating system performance counters. gDEBugger, an OpenGL, OpenGL ES and OpenCL debugger and profiler, traces application activity on top of the OpenGL API, lets programmers see what is happening within the graphic system implementation to find bugs and optimize OpenGL application performance. gDEBugger runs on Windows, Mac OS X, iPhone and Linux operating systems.
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Digital Media professionals has announced that the DMP 3D Graphics IP "PICA200" has been adopted by Nintendo’s new portable game machine "Nintendo 3DS." The PICA200 chip is fully compliant with OpenGL ES 1.1.
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Antix releases v1.0 of its free GDK to support publishers, developers and retail channels delivering networked, native games that consumers can copy and share across multiple screens irrespective of screen size, input device, OS, CPU and fields of use including mobile phones, TVs and STBs. The GDK includes the complete toolset required to enable developers to code and produce ATX-formatted games, define DRM rules, and test the games on a PC and presents standard industry APIs OpenKODE®, OpenGL® ES and integrates with Microsoft® Visual Studio®, Eclipse™, or the developer’s own tool chain.
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