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
The developers behind the industry standards for 3D, 2D, video and audio for mobile devices describe how the new technologies work and how they can be used by developers, carriers and manufacturers to create applications for mobile phone, handhelds and game
Interview with Imagination Technologies by Kathleen Maher
OpenGL ES 1.1 mobile phone coding optimizations and graphics include matrix management, vertex lighting, visibility determination, how to generate convincing volumentric explosions, and then bringing it all together in 64-spaceship battle scene with lighting and explosions running at 30 fps on a mobile phone.
OpenGL ES 2.0 represents a major milestone in the convergence of graphics capabilities between desktop and handheld gaming devices. The OpenGL ES 2.0 specification introduces the majority of the functionality used by today’s desktop games into the embedded space. While this change from OpenGL ES 1.1 ushers in the shader era to mobile gaming, it also means that mobile game developers will need to make significant changes to their applications. This podcast from the 2006 Game Developers Conference, reviews in detail what has changed in OpenGL ES 2.0 and what the changes mean for mobile game development.
The video version is the slideshow from the talk (PPT slides synced with audio and video of the presenter from ATI/AMD).
This interview with Nathan Charles from Creative and Ytai Ben-Tsvi from Samsung looks at the new OpenSL ES (Open Sound Library for Embedded Systems) API to reduce fragmentation in the audio market and standardize access to hardware acceleration and advanced audio functionality.
There is a bewildering variety of proprietary audio APIs in the embedded market. Games or music applications have to either write to the lowest common demonitor (which is very low) or lose portability between devices.
OpenSL ES provides a cross-platform, common API, with support for current standards built in.
Different applications need different kinds of functionality. Profiles address these different markets.
Different devices will ship with different numbers of profiles based on their markets
Three profiles to start: Game profile (include functionality such as 3D positioning of sound), music profile (for MP3 Players) and phone profile (for phone UI, ring-tone and simple 2D games)
OpenSL ES will let silicon vendors stop having to support many drivers for many different APIs, and instead have a common way to provide hardware accelerated audio
OpenSL ES is receiving enormous support from most of the major audio API and hardware vendors. The Working Group represents both PC and mobile developers so it brings the perspective of both together.
Public launch of the specification is expected in early 2007
OpenKODE: Portable rich media applications on mobile phones
This interview with Neil Trevett, chairperson of the OpenKODE working group, looks at the new OpenKODE APIs for state-of-the-art media acceleration technologies combined with system abstraction for portable access to operating system resources, input devices and displays.
OpenKODE is like DirectX but it is for mobile phones and it is an open cross-platform standard
OpenKODE provides application developers with a familiar set of C++ media APIs that provide system abstraction so that you don’t have to worry about the underlying handset hardware or OS
OpenKODE provides full mixed-media data and temporal integration
The OpenKODE Core provides system abstraction (hides difference between handsets)
OpenKODE provides a well-defined media stack with native performance - OpenGL ES (3D graphics), OpenVG (Vector and raster graphics), OpenMAX (streaming media, video and image processing), OpenSL ES (enhanced audio)
OpenKODE includes an enhanced EGL that allows trans-API coordination and integration
OpenKODE appeals to developers, carriers and handset manufactuers, enabling each with a way to make money and reduce fragmentation of development and marketing resources
OpenKODE can be used to accelerate Java applications as well as native applications
Public launch of the specification is expected at 3GSM in San Franisco (March 2007)