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  <channel>
    <title>Mobile Media Developer</title>
<description>Discussion and interviews about 2D, 3D, video and audio media acceleration technologies for mobile devices from the Khronos Group.</description>
    <link>http://www.khronos.org</link>     
     <language>en-us</language>
    <copyright>2006. All rights reserved.</copyright>
    <pubDate>Sun, 01 April 2007 11:16:15 GMT</pubDate>
    <lastBuildDate>Tue, 01 May 2007 01:16:15 GMT</lastBuildDate>
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    <managingEditor>webmaster@khronos.org(James Riordon)</managingEditor>
    <webMaster>webmaster@khronos.org</webMaster>

    <itunes:summary>The developers behind the industry standards for 3D, 2D, video and audio media acceleration 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 phones, handhelds and game consoles.</itunes:summary>
    <itunes:subtitle>A discussion of 2D, 3D, video and audio media acceleration technologies for mobile devices from the Khronos Group.</itunes:subtitle>
    <image>
      <link>http://www.khronos.org</link>
      <url>http://www.khronos.org/podcasts/mobile-media-developer-144.png</url>
      <title>Mobile Media Developer</title>
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      <width>144</width>
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  <itunes:image href="http://www.khronos.org/podcasts/mobile-media-developer-300.png" />
    <category>Technology</category>
    <itunes:category text="Technology">
      <itunes:category text="Tech News" />
    </itunes:category>
   
    <itunes:owner>
      <itunes:name>James Riordon</itunes:name>
      <itunes:email>webmaster@khronos.org</itunes:email>
    </itunes:owner>
    <itunes:author>Khronos Group</itunes:author>
    <itunes:explicit>no</itunes:explicit>
    <ttl>1</ttl>
    

   <item>
      <title>Strategies to maximize OpenGL ES 1.1 3D graphics performance on handhelds - videocast</title>
      <link>http://www.khronos.org/podcasts/01-07-opengles-performance-coding.mp4</link>      <comments>http://www.khronos.org/podcasts/01-07-opengles-performance-coding.mp4</comments>
      <itunes:author>Khronos Group</itunes:author>
      <dc:creator>Khronos Group</dc:creator>
      <description>This video podcast produced by NVIDIA discusses performance coding techniques for graphics processing on handheld devices that maximize 3D graphics peformance for C++ applications coded using OpenGL ES 1.1. It is rich with graphics running on mobile phones and shows how developers and artists can create stunning visual effects.</description>
      <content:encoded>This video podcast produced by NVIDIA discusses performance coding techniques for graphics processing on handheld devices that maximize 3D graphics peformance for C++ applications coded using OpenGL ES 1.1. It is rich with graphics running on mobile phones and shows how developers and artists can create stunning visual effects.</content:encoded>
      <pubDate>Mon, 8 Jan 2007 11:16:15 GMT</pubDate>
      <itunes:subtitle>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.</itunes:subtitle>
      <itunes:summary>This video podcast produced by NVIDIA discusses performance coding techniques for graphics processing on handheld devices that maximize 3D graphics peformance for C++ applications coded using OpenGL ES 1.1. It is rich with graphics running on mobile phones and shows how developers and artists can create stunning visual effects. 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.</itunes:summary>
      <itunes:keywords>opengl es, frustum culling, mobile, explosion, graphics, 3D, cellphone, handheld</itunes:keywords>
      <itunes:duration>00:08:30</itunes:duration>
      <enclosure url="http://www.khronos.org/podcasts/01-07-opengles-performance-coding.mp4" length="25522225" type="audio/x-mp4" />
      <guid>http://www.khronos.org/podcasts/01-07-opengles-performance-coding.mp4</guid>
      <itunes:explicit>no</itunes:explicit>
    </item>
    
    <item>
      <title>OpenMAX DL: Media Codec Portability</title>
      <link>http://www.khronos.org/podcasts/12-07-OpenMAX_DL.mp3</link>      <comments>http://www.khronos.org/podcasts/12-07-OpenMAX_DL.mp3</comments>
      <itunes:author>Khronos Group</itunes:author>
      <dc:creator>Khronos Group</dc:creator>
      <description>OpenMAX DL (Development Layer) APIs contains a comprehensive set of audio, video and imaging functions that can be optimized by platform developers for new CPUs, hardware engines, and DSPs. Developers can then use the APIs to create portable accelerated codec functionality such as MPEG-4, H.264, MP3, AAC and JPEG. They can port the codec to a new platform simply by getting the appropriate platform library.</description>
      <content:encoded>OpenMAX DL (Development Layer) APIs contains a comprehensive set of audio, video and imaging functions that can be optimized by platform developers for new CPUs, hardware engines, and DSPs. Developers can then use the APIs to create portable accelerated codec functionality such as MPEG-4, H.264, MP3, AAC and JPEG. They can port the codec to a new platform simply by getting the appropriate platform library.</content:encoded>
      <pubDate>Thu, 7 Dec 2006 11:16:15 GMT</pubDate>
      <itunes:subtitle>Interview on how OpenMAX DL enables faster codec development time and faster porting of existing codecs</itunes:subtitle>
      <itunes:summary>OpenMAX DL (Development Layer) APIs contains a comprehensive set of audio, video and imaging functions that can be optimized by platform developers for new CPUs, hardware engines, and DSPs. Developers can then use the APIs to create portable accelerated codec functionality such as MPEG-4, H.264, MP3, AAC and JPEG. They can then port the codec to a new platform simply by getting the appropriate platform library. OpenMAX primitives cover video (mpeg, H.264), Image codecs (jpeg), Image Processing, Audio (MP3, AAC) and Signal Processing. </itunes:summary>
      <itunes:keywords>openmax, codec, silicon, mp3, mpeg, jpeg, H.264</itunes:keywords>
      <itunes:duration>00:05:33</itunes:duration>
      <enclosure url="http://www.khronos.org/podcasts/12-07-OpenMAX_DL.mp3" length="6699279" type="audio/mpeg3" />
      <guid>http://www.khronos.org/podcasts/12-07-OpenMAX_DL.mp3</guid>
      <itunes:explicit>no</itunes:explicit>
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    <item>
      <title>OpenGL ES 2.0: Shaders Go Mobile</title>
      <link>http://www.khronos.org/podcasts/11-06-Shaders_go_mobile.mp3</link>
      <comments>http://www.khronos.org/podcasts/11-06-Shaders_go_mobile.mp3</comments>
      <itunes:author>Khronos Group</itunes:author>
      <dc:creator>Khronos Group</dc:creator>
      <description>OpenGL ES 2.0 represents a major milestone in the convergence of graphics capabilities between desktop and handheld gaming devices. This audio presentation from the 2006 Game Developers Conference reviews what has changed in OpenGL ES 2.0 relative to OpenGL ES 1.1 and what the changes mean for mobile game development. </description>
      <content:encoded>OpenGL ES 2.0 represents a major milestone in the convergence of graphics capabilities between desktop and handheld gaming devices. This audio presentation from the 2006 Game Developers Conference reviews what has changed in OpenGL ES 2.0 relative to OpenGL ES 1.1 and what the changes mean for mobile game development. </content:encoded>
      <pubDate>Wed, 6 Dec 2006 11:16:15 GMT</pubDate>
      <itunes:subtitle>The shader era is about to make its way onto the mobile gaming scene and OpenGL ES 2.0 is set to become the API of choice.</itunes:subtitle>
      <itunes:summary>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 audio presentation from the 2006 Game Developers Conference reviews what has changed in OpenGL ES 2.0 relative to OpenGL ES 1.1 and what the changes mean for mobile game development. </itunes:summary>
      <itunes:keywords>opengl es, shaders, mobile, handheld, phone, 3d, graphics, special effects, explosion, opengl, GLSL</itunes:keywords>
      <itunes:duration>00:31:56</itunes:duration>
      <enclosure url="http://www.khronos.org/podcasts/11-06-Shaders_go_mobile.mp3" length="38321676" type="audio/mpeg3" />
      <guid>http://www.khronos.org/podcasts/11-06-Shaders_go_mobile.mp3</guid>
      <itunes:explicit>no</itunes:explicit>
    </item>
    
    <item>
      <title>OpenGL ES 2.0: Shaders Go Mobile - Videocast</title>
      <link>http://www.khronos.org/podcasts/11-06-Shaders_go_mobile.mp4</link>      <comments>http://www.khronos.org/podcasts/11-06-Shaders_go_mobile.mp4</comments>
      <itunes:author>Khronos Group</itunes:author>
      <dc:creator>Khronos Group</dc:creator>
      <description>Videocast of the presentation from the 2006 Game Developers Conference on OpenGL ES 2.0. OpenGL ES 2.0 represents a major milestone in the convergence of graphics capabilities between desktop and handheld gaming devices. This videocast presentation from the 2006 Game Developers Conference reviews what has changed in OpenGL ES 2.0 relative to OpenGL ES 1.1 and what the changes mean for mobile game development. </description>
      <content:encoded>OpenGL ES 2.0 represents a major milestone in the convergence of graphics capabilities between desktop and handheld gaming devices. This videocast presentation from the 2006 Game Developers Conference reviews what has changed in OpenGL ES 2.0 relative to OpenGL ES 1.1 and what the changes mean for mobile game development. </content:encoded>
      <pubDate>Wed, 6 Dec 2006 11:16:15 GMT</pubDate>
      <itunes:subtitle>Videocast of the presentation from the 2006 Game Developers Conference on OpenGL ES 2.0.</itunes:subtitle>
      <itunes:summary>Videocast of the presentation from the 2006 Game Developers Conference on OpenGL ES 2.0. 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 videocast reviews what has changed in OpenGL ES 2.0 relative to OpenGL ES 1.1 and what the changes mean for mobile game development. </itunes:summary>
      <itunes:keywords>opengl es, shaders, mobile, handheld, phone, 3d, graphics, special effects, explosion, opengl, GLSL</itunes:keywords>
      <itunes:duration>00:31:56</itunes:duration>
      <enclosure url="http://www.khronos.org/podcasts/11-06-Shaders_go_mobile.mp4" length="41648609" type="audio/x-mp4" />
      <guid>http://www.khronos.org/podcasts/11-06-Shaders_go_mobile.mp4</guid>
      <itunes:explicit>no</itunes:explicit>
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  <item>
      <title>OpenSL ES - enhanced audio for mobile devices</title>
      <link>http://www.khronos.org/podcasts/11-15-06-opensl_es.mp3</link>
      <comments>http://www.khronos.org/podcasts/11-15-06-opensl_es.mp3</comments>
      <itunes:author>Khronos Group</itunes:author>
      <dc:creator>Khronos Group</dc:creator>
      <description>OpenSL ES provides a cross-platform audio foundation for mobile devices with support for interactive sound for games, streaming audio playback, ineractive music and ringtones.</description>
      <content:encoded>OpenSL ES provides a cross-platform foundation for audio on mobile devices with support for interactive sound for games, streaming audio, music mixers and ringtones.</content:encoded>
      <pubDate>Wed, 15 Nov 2006 11:16:15 GMT</pubDate>
      <itunes:subtitle>An interview with the OpenSL ES specification and profile developers.</itunes:subtitle>
      <itunes:summary>There is a bewildering variety of proprietary audio APIs in the mobile space. Even playing simple sounds is not consistent across platforms.  OpenSL ES addresses this problem while adding standardized access to advanced audio functionality, as well as hardware accelerated support for higher-level audio APIs such as OpenAL.</itunes:summary>
      <itunes:keywords>opensl es, audio, mobile, handheld, phone, midi, sound fx, 3d positional ringtone, XMF, MP3 Player, OpenAL</itunes:keywords>
      <itunes:duration>00:11:44</itunes:duration>
      <enclosure url="http://www.khronos.org/podcasts/11-15-06-opensl_es.mp3" length="14118318" type="audio/mpeg3" />
      <guid>http://www.khronos.org/podcasts/11-15-06-opensl_es.mp3</guid>
      <itunes:explicit>no</itunes:explicit>
    </item>
    
    <item>
      <title>OpenKODE: portable rich media application on mobile phones</title>
      <link>http://www.khronos.org/podcasts/11-06-openkode.mp3</link>
      <comments>http://www.khronos.org/podcasts/11-06-openkode.mp3</comments>
      <itunes:author>Khronos Group</itunes:author>
      <dc:creator>Khronos Group</dc:creator>
      <description>OpenKODE provides functionally similar to DirectX on the PC, except it is cross-platform, royalty-free and streamlined for handheld devices and mobile phones.</description>
      <content:encoded>OpenKODE provides functionally similar to DirectX on the PC, except it is cross-platform, royalty-free and streamlined for handheld devices and mobile phones.</content:encoded>
      <pubDate>Mon, 06 Nov 2006 11:16:15 GMT</pubDate>
      <itunes:subtitle>An interview with the OpenKODE working group chair person.</itunes:subtitle>
      <itunes:summary>OpenKODE offers state-of-the-art media acceleration technologies combined with system abstraction for portable access to operating system resources, input devices and displays on mobile phones, handhelds and game consoles</itunes:summary>
      <itunes:keywords>openkode, directx, mobile, handheld, phone, input, displays, acceleration, 3D, 2D, audio, video, codec</itunes:keywords>
      <itunes:duration>00:13:16</itunes:duration>
      <enclosure url="http://www.khronos.org/podcasts/11-06-openkode.mp3" length="15950087" type="audio/mpeg3" />
      <guid>http://www.khronos.org/podcasts/11-06-openkode.mp3</guid>
      <itunes:explicit>no</itunes:explicit>
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