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Date: March 24 2009
Location: Room 3002 in Moscone Center - West Hall, San Francisco
Attend Khronos "Developer University" at GDC09 San Francisco
Wow! At our GDC session we tell you about:
- OpenGL 3.1 - a streamlining of the OpenGL API that also adds cutting edge acceleration functionality
- OpenCL 1.0 - portable heterogeneous parallel computing that works smoothly with OpenGL to open a new world of visual computing opportunities
- OpenSL ES 1.0 - an API for enhanced mobile audio that forms the final piece of the Khronos mobile ecosystem
- Accelerated 3D for the Web - a new initiative spearheaded by Mozilla with Khronos to bring dynamic 3D graphics to web content everywhere.
...and more updates on other Khronos Group cross-platform APIs for advanced graphics and media acceleration.
Khronos open standards are the foundation of many of the products you will see on display at GDC and GDC Mobile. If you develop multimedia content, attend to learn how these APIs will let you tap into cutting edge graphics and media processing on platforms ranging from high-end workstations to mobile phones. This day-long series of sessions will give you up-to-the-minute updates on OpenCL, OpenGL, COLLADA, and handheld graphics standards such as OpenGL ES and OpenVG.
Schedule
- Date: March 24th at 10AM-7PM at San Francisco, CA
- Room: Moscone Center - West Hall – Room 3002
- Demos: Continually on table tops at back of room or on second screen at front of room during sessions
| Time Slot | Description | Presenter |
|---|---|---|
| 10:00am-11:00am | Khronos Announcements - OpenGL 3.1, OpenSL ES, OpenCL | NVIDIA, Neil Trevett |
| State of Visual Computing Market | Jon Peddie Research, Jon Peddie | |
| Accelerated 3D on the Web | Mozilla, Vladimir Vukicevic, Infrastructuralist | |
| Questions | ||
| 11:00am-11:15am | Coffee Break | |
| 11:15am-12:45pm | OpenCL: Khronos Overview and Introduction to OpenCL | NVIDIA, Neil Trevett |
| OpenCL: OpenCL Specification Overview | AMD, Mike Houston / NVIDIA / Cyril Zeller | |
| OpenCL: Cloth Physics using OpenCL | EA, Andrew Brownsword | |
| Questions | ||
| 12:45pm-2:00pm | Lunch break | |
| 2:00pm-4:00pm | OpenGL: Overview of OpenGL 3 | NVIDIA, Barthold Lichtenbelt |
| OpenGL: How To Transition to OpenGL 3 | Jeremy Sandmel | |
| OpenGL: Blizzard's Perspective on OpenGL | Blizzard, Rob Barris | |
| OpenGL: Transgaming's Perspective on OpenGL | Transgaming, Gavriel State | |
| OpenGL: gDEBugger demo and announcement | Graphic Remedy, Yaki Tebeka | |
| OpenGL: Questions and Trivia | ||
| 4:00pm-4:15pm | Afternoon Break | |
| 4:15pm-5:45pm | COLLADA: Overview of COLLADA 1.4.2 and 1.5 | Biodroid, Bruno Patatas |
| COLLADA: COLLADA 1.4 conformance suite update | XS, Mark Barnes | |
| COLLADA: COLLADA in Virtual Worlds | IBM, Suzy Deffeyes | |
| COLLADA: Questions | ||
| 5:45pm-7:00pm | Mobile: Khronos Mobile Ecosystem | NVIDIA, Neil Trevett |
| Mobile: Launch of OpenSL ES 1.0 | ST Ericsson, Erik Noreke | |
| Mobile: Introduction to OpenGL ES | ARM, Dave Shreiner | |
| Questions |
GDC Updates:
Details about the technology to be discussed
- OpenCL (Open Computing Language) enables software developers to take full advantage of high performance compute servers, desktop computer systems and handheld devices that include a diverse mix of multi-core CPUs, GPUs and other parallel processors such as DSPs. OpenCL is being driven by industry-leading companies including 3DLABS, Activision Blizzard, AMD, Apple, ARM, Barco, Broadcom, Codeplay, Electronic Arts, Ericsson, Freescale, HI, IBM, Intel, Imagination Technologies, Kestrel Institute, Motorola, Movidius, Nokia, NVIDIA, QNX, RapidMind, Samsung, Seaweed, SONY, Takumi, Texas Instruments and Umeå University. OpenCL supports a wide range of applications, ranging 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. Please join us at this tutorial for an opportunity for the HPC community to gain an insight into the architecture and direction of this exciting development.
- OpenGL is the programming interface for cross-platform graphics applications in a wide range of systems, from supercomputers to mobile phones, and just like graphics hardware, it evolves with new graphics technology. These sessions 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.
- 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 COLLADA sessions will provide insights into how COLLADA is being used throughout the industry– and how it can benefit your own design pipeline.
- Overview of COLLADA features, such as shaders and effects, character animation, and physics
- The range of tools that work with COLLADA
- Using COLLADA to create advanced content production pipelines for movies and video games.
- 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. 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.
Member and Partner events at GDC
Optimizing for OpenGL ES 2.0: The foundations of Firemint's Real Racing - OpenGL ES 2.0
Explore programming 3D graphics for OpenGL ES 2.0 games via a case study of design and development of Firemint's award winning Real Racing. Attendees will hear development guidelines, optimization tips and tricks, high performance shaders and insight into the actual development experience gained during the creation phase. Specific techniques will be discussed for cross platform development including: targeting devices with variable capability or performance levels, working with bandwidth limits and using optimization utilities.
Speaker: Kristof Beets (Business Development Manager, Imagination Technologies), Kynan Woodman (Development Director, Firemint)
Date/Time: Monday March 23, 2009 at 3:00pm - 3:45pm
Location: Room 130, North Hall
Experience Level: Intermediate
Track: Mobile - Programming
Format: 45-minute Lecture
Developing Mobile 3D Games Using the POWERVR SDK and Tools - OpenGL ES 1.1 and 2.0
Learn how to the use the tools and SDK developed to support the POWERVR graphics technology – the leading graphics technology in the phone and netbook markets, which has shipped in over 140 million cellphones. Gain a practical and detailed introduction in this leading SDK package for OpenGL ES 1.1 and 2.0 mobile 3D-content development.
Speaker: Kristof Beets (Business Development Manager, Imagination Technologies)
Date/Time: Wednesday March 25, 2009 12:00pm - 13:00pm
Location: Room 2012, West Hall
Experience Level: All
Track: Programming
Format: 60-minute Sponsored Session
Maps
