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.

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      Khronos Event

      Date: March 2-4, 2011
      Location: Moscone Center
      Website: http://www.gdconf.com/

      Khronos Booth

      Visit Khronos Booth # 1444 to see these Khronos Work Groups display Khronos-developed technology in action, and to pick up a free laminated reference card for many of our APIs!

      Booth Hours : Wednesday / Thursday 10:00am-6:00pm, Friday 10:00-3:00pm

      Booth Demos

      Wed 10am-6pmThu 10am-6pmFri 10am-3pm
      CompanyDescriptionCompanyDescriptionCompanyDescription
      Linden Lab
      (1PM - 4PM)
      COLLADA support for Second Life Linden Lab
      (12PM - 6PM)
      COLLADA support for Second Life Linden Lab
      (10AM - 1PM)
      COLLADA support for Second Life
      HUONE TBD SRS Labs TBD HUONE TBD
      Rightware Rightware is demonstrating Kanzi 3D User Interface Solution which uses Khronos Open Standards such as COLLADA and OpenGL ES 1.x & 2.0. Rightware Rightware is demonstrating Kanzi 3D User Interface Solution which uses Khronos Open Standards such as COLLADA and OpenGL ES 1.x & 2.0. Rightware Rightware is demonstrating Kanzi 3D User Interface Solution which uses Khronos Open Standards such as COLLADA and OpenGL ES 1.x & 2.0.
      Katalabs
      (4PM - 6PM)
      OurBricks        

      Khronos DevU (Developer University) March 3rd

      • 8:30 AM to 9:00 AM Donuts & Demos Reception
      • 9:00 AM to 6:15 PM Sessions
      • Moscone Center (Esplanade level, Room 301)

      If you manufacture develop multimedia content for games or mobile devices, attend any of these five educational sessions to learn about the new industry standards for royalty-free multimedia development:

      Overview of the content you will learn throughout the day:

      • WebGL Session: reveals more about this new cross-platform, royalty-free web standard based on OpenGL ES 2.0 that brings plugin-free 3D to the web, implemented right into the browser.
      • OpenGL Session: Hear how the most widely adopted 2D and 3D graphics API in the industry brings thousands of applications to a wide variety of computer platforms
      • COLLADA Session: learn about this XML-based schema to make it easy to transport 3D assets between applications - enabling diverse 3D authoring and content processing tools be combined into a production pipeline.
      • OpenCL Session: meet designers of this significant new standard for heterogeneous parallel programming on GPUs and CPUs, and learn how OpenCL inter-operates with OpenGL, enabling advanced visual computing applications.
      • Mobile Session: Learn how OpenGL ES, OpenMAX IL, OpenVG and OpenKODE are the backbone of an evolving ecosystem ranging from high-end workstations to mobile phones.

      DevU Agenda Details

      KHRONOS GDC SESSION NAME & SESSION LEADER START TIME END TIME LENGTH OF SESSION
      Donuts & Demos Reception 8:30 am 9:00 am 30 minutes
      WebGL Major Announcement – Vladimir Vukicevic 9:00 am 10:25 am 85 minutes
      OpenGL Updates – Barthold Lichtenbelt 10:30 am 11:55 am 85 minutes
      Khronos Member Presentations & Demos 12:05 pm 1:25 pm 85 minutes
      COLLADA Updates – Mark Barnes 1:30 pm 2:55 pm 85 minutes
      OpenCL Updates – Neil Trevett 3:00 pm 4:25 pm 85 minutes
      Beer & Demos 4:25 4:50 pm 25 minutes
      Mobile API Updates – Tom Olson 4:50 pm 6:15 pm 85 minutes

      DevU Sessions

      WebGL is a cross-platform, royalty-free web standard for a low-level 3D graphics API based on OpenGL ES 2.0, exposed through the HTML5 Canvas element as Document Object Model interfaces. Developers familiar with OpenGL ES 2.0 will recognize WebGL as a Shader-based API using GLSL. It stays very close to the OpenGL ES 2.0 specification, with some concessions made for what developers expect out of memory-managed languages such as JavaScript. Major browser vendors Apple (Safari), Google (Chrome), Mozilla (Firefox), and Opera (Opera) are members of the WebGL Working Group.

      Learn about WebGL, a cross-platform, royalty-free web standard based on OpenGL ES 2.0. WebGL is Shader-based using GLSL, bringing plugin-free 3D to the web, implemented right into the browser.

      Speaker Name Speaker Title Company Start Description
      Coffee/Pastries Reception 8:30 AM Demos and donuts
      Neil Trevett Khronos President NVIDIA 9:00 AM Welcome/Agenda
      Vladimir Vukicevic WebGL Work Group Chair Mozilla 9:05 AM WebGL 1.0 Announcement, WebGL tech overview
      Kathleen Maher Analyst Tech Watch 9:18 AM TBD
      Ken Russell TBD Google 9:31 AM WebGL in Google Chrome
      Tim Johansson TBD Opera 9:42 AM WebGL in Opera
      Dave Ligon TBD QUALCOMM 9:53 AM TBD
      Mark Callow Chief Architect HI Corp 10:04 AM HI's plans for WebGL
      Vangelis Kokkevis TBD Google 10:10 AM Google Body Browser with WebGL
      Vladimir Vukicevic WebGL Work Group Chair Mozilla 10:21 AM Finish

      OpenGL® is the most widely adopted 2D and 3D graphics API in the industry, bringing thousands of applications to a wide variety of computer platforms. It is window-system and operating-system independent as well as network-transparent. OpenGL enables developers of software for PC, workstation, and supercomputing hardware to create high-performance, visually compelling graphics software applications, in markets such as CAD, content creation, energy, entertainment, game development, manufacturing, medical, and virtual reality. OpenGL 3.2 exposes all the features of the latest graphics hardware.

      Just like graphics hardware, OpenGL evolves with new graphics technology. This session will present an introduction to OpenGL, explain best practices for performance and compatibility with future versions of the API, and provide a glimpse of OpenGL's future directions.

      Speaker Name Speaker Title Company Start Description
      Barthold Lichtenbelt WG Chair NVIDIA 10:30 AM Intro of speakers and API tech overview
      Bill Licea-Kane GLSL chair AMD 10:52 AM GLSL tips and tricks
      Jon Leech Ecosystem chair Khronos 11:14 AM Update on the OpenGL ecosystem
      Cass Everitt OpenGL Enthusiast NVIDIA 11:35 AM OpenGL A Love Story

      Spend your lunch break checking out the hottest products running on Khronos APIs. We will have demos running in the back of the room and member presentations at the podium. Feel free to hang out and meet the creators of these technlogies!

      Speaker Name Speaker Title Company Start Description
      Arto Ruotsalainen Manager, User Interface Solutions Rightware 12:00 PM Kanzi 3D User Interface Technology & COLLADA
      Yoshihiko Kuwahara Senior Software Engineer DMP 12:22 PM PICA/SMAPH Graphics Hardware IP Core & Android e-Learning Kit
      Hwanyong Lee CTO HUONE 12:44 PM OpenVG applications running on mobile devices: SVG player and eBook application
      Jefferson Hobbs Specification Editor SRS Labs 1:05 PM TBD

      Understanding POWERVR SGX Graphics Technology and Optimizing for Great Graphics Performance

      Speakers: Joe Davis (Imagination Technologies) and Gordon MacLachlan (Imagination Technologies)
      Day / Time / Location: Monday 28th February 4:15 - 5:15 pm Room 120, North Hall

      Imagination's POWERVR SGX and SGX MP graphics IP is a crucial part of today's consumer electronics market, integrated into a wide variety of the latest mobile, computing and embedded products. Now - with new POWERVR Series6 cores, codenamed 'Rogue' on their way and multi-core SGX MP devices already coming to market in smartphones, tablets and games consoles it is becoming increasingly important for developers to understand how to take advantage of this hardware architecture in their applications.

      The aim of this session is to give an expert insight into the POWERVR SGX and SGX MP Tile Based Deferred Rendering architecture and explain to developers how they can use the PVRTune analysis utility, and best programming practice, to optimize their applications for todays mobile devices.

      Please note that an eligible GDC pass is required to attend this session: Audio Pass, Main Conference Pass, Summits and Tutorials Pass, All Access Pass

      COLLADA™ defines an XML-based schema to make it easy to transport 3D assets between applications - enabling diverse 3D authoring and content processing tools be combined into a production pipeline. The intermediate language provides comprehensive encoding of visual scenes including: geometry, shaders and effects, physics, animation, kinematics, and even multiple version representations of the same asset. COLLADA FX enables leading 3D authoring tools to work effectively together to create shader and effects applications and assets to be authored and packaged using OpenGL® Shading Language, Cg, CgFX, and DirectX® FX

      Attend the COLLADA DevU session to see numerous developers present the latest cutting-edge DCC tools and applications for gaming, automation, 3D web and visualization.

      Speaker Name Speaker Title Company Start Description
      Mark Barnes WG Chair Biodroid Productions 1:30 PM Intro of speakers and API tech overview
      Kathleen Maher Analyst Tech Watch 1:41 PM Market Analysis
      Henrik Bennetsen CEO Katalabs 1:47 PM OurBricks leverages COLLADA and WebGL
      Alan Chaney CTO Mechnicality 2:18 PM Cloud Authoring
      Remi Arnaud Senior VP & Chief Software Architect Screampoint 2:34 PM Conformance
      Mark Barns WG Chair Biodroid Productions 2:45 PM Q&A

      OpenCL™ is the first open, royalty-free standard for cross-platform, parallel programming of modern processors found in personal computers, servers and handheld/embedded devices. OpenCL (Open Computing Language) greatly improves speed and responsiveness for a wide spectrum of applications in numerous market categories from gaming and entertainment to scientific and medical software. OpenCL supports a wide range of applications, from embedded and consumer software to HPC solutions, through a low-level, high-performance, portable abstraction. By creating an efficient, close-to-the-metal programming interface, OpenCL will form the foundation layer of a parallel computing ecosystem of platform-independent tools, middleware and applications.

      At this session you will meet designers and implementers of this significant new standard for heterogeneous parallel programming on GPUs and CPUs, and learn how OpenCL inter-operates with OpenGL, enabling advanced, cross-platform, visual computing applications.

      Speaker Name Speaker Title Company Start Description
      Neil Trevett OpenCL Chair NVIDIA 3:00 PM Introductioin to Khronos and OpenCL
      Ben Gaster Senior Architect AMD 3:06 PM OpenCL Overview & "Device Fission"
      Adam Lake Senior Software Architect Intel 3:32 PM Real-time shallow water simulation using OpenCL on CPUs
      James Fung TBD NVIDIA 3:48 PM NVIDIA vendor session
      Ben Gaster Senior Architect AMD 4:04 PM AMD vendor session
      Neil Trevett OpenCL Chair NVIDIA 4:20 PM Wrap-up and Questions

      Khronos has developed a complete ecosystem of mobile graphics and media APIs – including OpenGL ES, OpenMAX IL, OpenVG and OpenKODE – that is enabling advanced user interfaces, 3D games and other rich-media applications on a wide range of handheld devices. Come to the Khronos Mobile session and learn the inside track about the new media APIs being used to develop the billion-dollar, billion-user gaming and mobile multimedia markets!

      This session will provide an overview of this evolving ecosystem and detailed insights into the widely adopted APIs for accelerated 2D and 3D graphics. If you develop multimedia content, these APIs will let you tap into cutting edge graphics and media processing on platforms ranging from high-end workstations to mobile phones.

      • Applications driving next-generation handset requirements
      • Opportunities opened up by innovation and standardization in graphics and mobile gaming
      • Technological advances in multimedia handset technology
      Speaker Name Speaker Title Company Start API Description
      Tom Olson OpenGL ES WG Chair ARM 4:50 PM Mobile Khronos Mobile APIs
      Tom Olson OpenGL ES WG Chair ARM 5:01 PM OpenGL ES Introduction to OpenGL ES
      Hwanyong Lee CTO HUONE 5:21 PM OpenVG Introduction to OpenVG
      Howard Yeh TBD QUALCOMM 5:41 PM OpenMAX Overview of OpenMAX AL and OpenSL ES
      Jefferson Hobbs Specification Editor SRS Labs 6:01 PM OpenSLES 3D and Enhanced Game Audion using OpenSL ES

      DevU Demos

      CompanyDescription
      HUONE
      Rightware
      Imagination Technologies
      Intel

      Khronos Member booths at GDC

      • Adobe Systems Incorporated : Booth 2130
      • AMD : Booth 924
      • ARM : Booth 1829
      • Blizzard : Booth 2432/2426
      • Epic : Booth BS400
      • Google : Booth 814
      • Imagination Technologies : Booth 824
      • Intel : Booth 1702
      • NVIDIA : Booth 1802
      • Qualcomm : Booth BMR 205
      • Sony Ericsson : Booth 608 / BMR 202

      Maps

      Map of GDC Show Floor

      Khronos Event
      Download PDF of floor plan.

      Sponsors

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