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.

Developers related stories

Tao intent GamePlayer gaming solution adds support for OpenKODE

Tao announced OpenKODE support for its intent GamePlayer, its cross-platform, binary-portable, native gaming solution. OpenKODE brings together existing industry-standard media APIs with a newly-defined API to abstract operating system services for improved source portability for media and graphics applications over a wide range of platforms, operating systems and devices. Tao's intent GamePlayer further provides binary portability over a variety of platforms beyond handsets such as set-top boxes, automotive and PCs, and a provisioning mechanism to allow native content to be efficiently downloaded, installed and launched.

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Aplix and Acrodea team up to promote OpenKODE

Aplix and Acrodea will form a cooperative alliance to promote the broader use of OpenKODE. Aplix will use Acrodea's OpenKODE solutions in JBlend (Java technology solution for resource constrained devices) and the Aplix Middleware Framework. Acrodea will use Aplix’s Java-based solutions and platform solutions in their pilot targets. Acrodea has already announced it will support OpenKODE in its middleware products VividUI and X-Forge.

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NVIDIA demonstrates 3D user interface for handheld devices using OpenKODE

At 3GSM, NVIDIA is demonstrating a prototype implementation of OpenKODE to accelerate an intuitive user interface concept design. OpenKODE is a royalty-free, cross-platform standard that combines a set of native APIs into a comprehensive media stack specification for accelerating rich media and graphics applications. The NVIDIA demo showcases: multi-tasking in a multi-windowed environment; fully accelerated translucent window compositing, and innovative 3D user interface with transition effects.

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OpenKODE provisional 1.0 specification released

Khronos has released a provisional version of the OpenKODE 1.0 specification to enable widespread developer feedback and rapid industry implementation of this new standard that is designed to bring portability and advanced media acceleration to mobile handsets. "OpenKODE has the potential to move the mobile industry forward with giant steps in much the same way that DirectX enabled a generation of dynamic multimedia entertainment including 3D games, music, movies, and video on PCs.” says Jon Peddie Research. See press release.

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New OpenMAX IL v1.1 enhances functionality, integrates with other APIs and offers conformance tests

The newly ratified and released OpenMAX IL 1.1 defines enhanced media component interfaces to enable the rapid integration of media acceleration into streaming media frameworks on embedded devices. OpenMAX IL 1.1 adds significant functionality to OpenMAX 1.0 including standardized components, interfaces and controls; enhanced video and camera controls; extended color formats; and integration with EGL to seamlessly integrate with OpenGL ES and OpenVG. The OpenMAX IL 1.1 Adopter's Program has also been launched. See press release.

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Edge SDK v3.00 mobile game development engine to support OpenGL ES 1.1

Edge is a multi-platform game engine for mobile devices. The newly announced v3.00 will take full advantage of advanced 3D rasterizing using hardware acceleration and software rendering using OpenGL ES. Developers can use their favorite OpenGL ES implementation through the Edge SDK (including PowerVR, Rasteroid and Vincent OpenGL ES library). For Windows desktop development the standard OpenGL interface can be used.

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New COLLADA Conditioner CgToGLSL v0.9 Beta

COLLADA FX provides a way to package up shaders objects, describe the full visual style of a shader and provide a simplified model for operating them. This new Conditioner for the COLLADA Refinery (a COLLADA-based conditioning pipeline application) will convert a COLLADA FX-effect from profile_CG to profile_GLSL.

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Beta release of the OpenGL ES 2.0 SDK for PowerVR SGX

The beta release of the OpenGL ES 2.0 SDK for PowerVR SGX, provides one of the first OpenGL ES 2.0 PC emulation-based development environments. This SDK features training course content, demos for advanced shader techniques and the first PowerVR SGX tools, including a geometry exporter, texture converter, universal shader compiler, and advanced shader development environment. It also features a PC emulation environment significantly upgraded from previous MBX SDK releases, providing, among other things, full shader support. If you want to get access to this latest SDK before general release, please contact powervrinsider [at] imgtec.com.

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OpenKODE for mobile gaming article

This article written by Chris Hinsley from the Tao Group clearly explains the problems that OpenKODE is designed to address, how it creates a consistent platform for development and thus a viable market for developers, how it can also accelerate Java-based applications, how it brings together all of the Khronos APIs (3D, 2D, video, audio and user input and networking) and how it defines a standard secure distribution format.

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Review of “COLLADA: Sailing the Gulf of 3D Digital Content Creation” on Slashdot

Tony Parisi one of the co-creators of VRML, reviews "COLLADA: Sailing the Gulf of 3D Digital Content Creation". Quoting from the review: "...the laser-focus of the COLLADA design team seems to have paid off: the industry now has a common exchange format for game assets, and there is hope yet for developers who would rather spend their time building games than building tools to make games. This clarity of focus on the design comes through in the book as well. ... A detailed and lucid book that explains COLLADA from concept through implementation. If you are a programmer with a reasonable understanding of 3D graphics programming and/or authoring using 3D scene graphs, you will be able to learn the basics of COLLADA. If you are an experienced 3D toolmaker, COLLADA contains everything you need to get up and running to build your game, game engine or content pipeline tool. If you are a manager or decision maker, you get the added comfort of knowing that — finally — you just might be able to write that tool once and not over and over again."

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