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Khronos Event
July 26-29 2010
Los Angeles Convention Center

Event is now over

Presentations and other assets from this event are presented here. For information on upcoming events, click here.

Khronos BOF Sponsors

Khronos would like to thank Rob Barris and the following sponsors who have helped make this event a success
MemberLogo NVIDIA Khronos Member Logo Intel Khronos Member Logo AMD Khronos Event

Khronos Booth

Visit Khronos Booth # 1201 to see these Khronos Members display various Khronos Group-developed technology in action, and to pick up a free laminated reference card for OpenCL and OpenGL!

Time Khronos Member Demo Description Company

Tue 9:30am - 6:00pm
Wed 9:30am - 6:00pm
Thu 9:30am - 3:30pm

Flash acceleration using OpenVG on a handset
OpenGL 1.1 handsets with 3D graphics and UI content
OpenGL 2.0 games & UI demos on handset, tablet and netbook
Imagination Technologies
Wed 9:30am - 6:00pm
Thu 9:30am - 3:30pm
See how easy it is to take content from COLLADA-compliant content creation tools, compose it using the Rightware “Kanzi” tool, and have it running instantaneously on various target devices that support OpenGL ES! Rightware
Tue 9:30am - 6:00pm
Wed 9:30am - 6:00pm
See HUONE demonstrating OpenVG running on mobile devices and laptop computer HUONE
Tue 9:30am - 1:30pm
Wed 9:30am - 1:30pm
Graphic Remedy will demonstrate debugging and profiling solutions for OpenGL, OpenGL ES and OpenCL. See gDEBugger debugging and profiling OpenGL ES based applications running in real time on the iPhone and iPad devices.Graphic Remedy
Tue 1:30am - 6:00pm
Wed 1:30am - 6:00pm
Thu 9:30am - 3:30pm

GPU demos including:

  • OpenGL ES 2.0
  • OpenVG 1.1
  • 1080p Games
  • Flash, UI and automotive applications
Tue 9:30am - 6:00pm
Thu 9:30am - 3:30pm
1. High-performance 3D graphics IP core demos (supporting OpenGL ES 1.1/2.0 and OpenVG 1.1).
2. Android 3D Graphics Learning Kit - An OpenGL ES E-Learning Tool in English.

Khronos BOFs

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

  • Applications driving next-generation handset requirements
  • Opportunities opened up by innovation and standardization in graphics and mobile gaming
  • Technological advances in multimedia handset technology


Tuesday, 27 July | 1:00 pm - 3:00 pm | Los Angeles Convention Center - Room LACC, Room 402A

See cutting-edge DCC tools and applications for gaming, 3D web, and visualization, and works of art generated from COLLADA content-creation-supporting media.

Slide sets from this BOF are now online.

Speakers Company Topic
Remi Arnaud COLLADA architect The future of COLLADA
Alan Chaney Mechnicality On-line interactive editing with COLLADA and WebGL
Arto Ruotsalainen & Tero Koizu Rightware Kanzi COLLADA Support
Ryan Lepinksi & Brandon Pearse Oregon State COLLADA Web Viewer Project University of Oregon
Uli Klumpp Smith Micro Poser Pro 2010 & COLLADA - Publishing 3D Characters with Photoshop CS 5 and to the Web


Tuesday, 27 July | 4:00 pm - 6:00 pm | Los Angeles Convention Center - Room LACC, Room 402A

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.

Slide sets from this BOF are now online.

Speakers Company Topic
Neil Trevett OpenCL Chair Overview of Khronos and OpenCL Ecosystem
Affie Munshi OpenCL Spec Editor Optimizing OpenCL on CPUs
Ben Gaster,
Yaki Tebeka
Graphic Remedy
Graphic Remedy - Rendering the Breeze
Ofer Rosenberg Intel Intel and OpenCL
Cliff Woolley NVIDIA OpenCL Optical Flow
Audience questions and grand prize giveaway

Attend the OpenCL BOF and have a chance to win a high-end graphics card! Over $5,000 of Quadro and Radeon Workstations Graphics Boards to give away.
Plus! 3 gDEBugger licenses to give away!

Note: Actual prizes and giveaways subject to change without notice.


Wednesday, 28 July | 5:15 pm - 7:15 pm | Wilshire Grand - Los Angeles Room

PLEASE NOTE: The room for the OpenGL BOF has changed to the Los Angeles Room at the Wilshire Grand Hotel!

Learn more about OpenGL 4, the most widely adopted 2D/3D graphics API, from the ARB and leading OpenGL companies.

Slide sets from this BOF are now online.

Speakers Company Topic
Jon Peddie Jon Peddie Research Open Standards Bringing 3D Everywhere
Barthold Lichtenbelt NVIDIA What's new with OpenGL 4
Bill Licea-Kane AMD GLSL 4 tips and tricks
Jon Leech Khronos OpenGL Ecosystem update
Ian Wiliams NVIDIA Graphics benchmarking goes to 11
Trivia - Big Prizes
Yaki Tebeka Graphic Remedy Mixed OpenGL and OpenCL debugging and profiling using gDEBugger

Attend the OpenGL BOF and win a high-end graphics card and other valuable prizes like these:

Qty Prize Sponsor
5 SuperBible 5th Edition Pearson (Addison-Wesley)
1 Quadro Graphics Card NVIDIA
1 ATI FirePro V5800 workstation GPU AMD
3 gDEBugger GL one-year license Graphic Remedy

Note: Actual prizes and giveaways subject to change without notice.

Mobile API BOF

Thursday, 29 July | 1:00 pm - 3:00 pm | Los Angeles Convention Center - Room LACC, Room 402A

Get the inside track on OpenGL ES, Open VG, Open MAX and all the new media APIs being used to develop the billion-dollar, billion-user gaming and mobile multimedia markets!

Speakers Company Topic
Tom Olson ARM Introduction / Welcome / Agenda
Neil Trevett NVIDIA The Khronos Handheld API Ecosystem
Jon Leech Khronos EGL Working Group report
Tom Olson


OpenGL ES Working Group report
Mark Callow HI Corp KTX: A light-weight file format for GL and GL ES textures
Yaki Tebeka Graphic Remedy Real-time, on-device OpenGL ES profiling using gDEBugger ES
Petri Talala Symbio OpenGL ES 2.0: 3D Graphics and In-Vehicle Infotainment
Hwanyong Lee HUONE OpenVG Implementations and applications
-- -- Member Announcements


Thursday, 29 July | 4:00 pm - 6:00 pm | Los Angeles Convention Center - Room LACC, Room 402A

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.

Slide sets from this BOF are now online.

Speakers Company Topic
Vladimir Vukicevic Mozilla Overview and State of WebGL
Ken Russell Google WebGL in Chrome
Dan Lecocq KAUST WebGLot: Visualization with WebGL
Alan Chaney


Dennis Ippel AKQA WebGL in Interactive Media Advertising
Marco di Benedetto Visual Computing Lab at SpiderGL
Johannes Behr Fraunhofer Inst. X3DOM

Courses and Papers at Siggraph

There will be three courses offered at SIGGRAPH this year that touch on OpenGL. Details of each course are below, and complete schedules are available on the SIGGRAPH website.

Build Your Own 3D Display

SUNDAY, 25 JULY | 3:45 PM - 5:15 PM | ROOM 403 AB

Film studios are now routinely producing live-action and animated 3D content for theatrical release. This advance is primarily enabled by widespread adoption of digital projection, which allows accurate view synchronization, but the underlying 3D display technologies have changed little in the last few decades. Theatrical systems rely on stereoscopic display: projecting unique images for the right and left eyes and separating the images with various filters in viewing glasses. But now several LCD manufacturers are introducing auto-multiscopic displays, which allow view-dependent imagery to be perceived without special glasses. 3D display is poised for another resurgence.

This course provides attendees with the mathematics, software, and practical details they need to build their own low-cost stereoscopic displays. Each new concept is illustrated using a practical 3D display implemented with off-the-shelf parts. First, the course explains glasses-bound stereoscopic displays and provides detailed plans for attendees to construct their own LCD shutter glasses. Then the course explains unencumbered auto-multiscopic displays, including step-by-step directions to construct lenticular and parallax-barrier designs using modified LCDs. All the necessary software, including algorithms for rendering and calibration, is provided for each example, so attendees can quickly construct 3D displays for their own educational, amusement, and research purposes.

The course concludes by describing various methods for capturing, rendering, and viewing various multi-view imagery sources: stereoscopic OpenGL support, methods for ray-tracing multi-view imagery with POV-Ray, and techniques for capturing live-action light fields.

NVIDIA Developer Sessions

WEDNESDAY, 28 JULY | 9:00 AM - 5:00 PM | ROOM 402B

OpenGL 4.1 updates the OpenGL standard by bringing the very latest in cross-platform graphics acceleration and functionality to personal computers and workstations. OpenGL 4.1 is available today and exposes the fully graphics functionality of NVIDIA’s latest Fermi-based GPUs. Learn from NVIDIA’s experts what’s new in OpenGL 4.1. Topics discussed include programmable tessellation, Shader Model 5.0 features in GLSL, per-sample shading, texture cube map arrays, per-color buffer blending, new transform feedback support, and new texture buffer formats. The session also covers Cg 3.0 and its ability to pre-compile shaders for NVIDIA’s low-level NV_gpu_program5 extension targeting Shader Model 5.0. Also covered are leading-edge OpenGL features such as Bindless Graphics and new low- and high-dynamic range texture compression formats. For pre-Fermi GPUs, OpenGL 3.3 provides updates OpenGL 3.x to fully standardize the feature set of Shader Model 4.0 GPUs. OpenGL 3.3 adds texture swizzling, extended blending, updated occlusion queries, sampler objects, timer queries, instanced arrays, and new texture formats. Everything in OpenGL 3.3 is available in OpenGL 4.1 as well. Also learn about OpenGL interoperability with CUDA and OpenCL. NVIDIA respects your programming investment in OpenGL; NVIDIA is committed to industry-leading OpenGL functionality, conformance, and performance without concern that deprecation by other vendors will take away features from OpenGL. Whether using old or new functionality, your OpenGL applications “just work” and at full hardware speed. Attend this session to get the most out of OpenGL on NVIDIA GPUs.

Beyond Programmable Shading I

THURSDAY, 29 JULY | 9:00 AM - 12:15 PM | ROOM 515 AB

There are strong indications that the future of interactive graphics programming is a more flexible model than today’s OpenGL and Direct3D pipelines. So graphics developers need to have a basic understanding of how to combine emerging parallel programming techniques and more flexible graphics processors with the traditional interactive rendering pipeline. As the first in a series, this course introduces the trends and directions of this emerging field, parallel graphics architectures, parallel programming models for graphics, and researchers who are investigating the use of these new capabilities in future rendering engines.

Beyond Programmable Shading II

THURSDAY, 29 JULY | 2:00 PM - 5:15 PM | ROOM 515 AB

There are strong indications that the future of interactive graphics programming is a more flexible model than today’s OpenGL and Direct3D pipelines. So graphics developers need to have a basic understanding of how to combine emerging parallel programming techniques and more flexible graphics processors with the traditional interactive rendering pipeline. This course presents the state of the art in combining traditional rendering API usage with advanced task- and data-parallel computation to increase the image quality of interactive graphics.

Leaders from graphics hardware vendors, game development, and academic research present case studies that show how general parallel computation is being combined with the traditional graphics pipeline to boost image quality and spur new graphics algorithm innovation. Each case study discusses the mix of parallel programming constructs used, details of the graphics algorithm, and how the rendering pipeline and computation interact to achieve the technical goals. The focus is on demonstrating what can currently be done, showing how it is done, and pointing out near-future trends. Topics include volumetric and hair lighting, alternative rendering pipelines including ray tracing and micropolygon rendering, in-frame data structure construction, complex image processing, and the future of graphics programming models.


Khronos Event

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Khronos Members and Associates Exhibiting at Siggraph

You can find a complete list of Siggraph Exhibitors here.

Khronos Members

  • AMD - booth 301 - is an innovative technology company dedicated to collaborating with customers and partners to ignite the next generation of computing and graphics solutions at work, at home and at play. At the exhibit stand we will demonstrate how AMD has raised the bar for Digital Content Creation (DCC) and Computer Aided Design (CAD) application performance with the new family of ATI FirePro™ Professional Graphics solutions. AMD will showcase the ATI FirePro™ Professional Graphics solutions in conjunction with leading software solutions.
  • Google - booth 1033 - is a global technology leader focused on improving the way people connect with information. Google's innovations in web search and advertising have made its website a top Internet destination and its brand one of the most recognized in the world. Google maintains the world's largest online index of websites and other content, and Google makes this information freely available to anyone with an Internet connection. Google's automated search technology helps people obtain nearly instant access to relevant information from its vast online index.
  • Intel Corporation - booth 512 - is the world leader in silicon innovation, develops technologies, products and initiatives to continually advance how people work and live. Come by booth 508 to see one of many live presentations at our Intel Theater and to experience our product demonstrations. Intel experts will be available to answer your questions and don't forget to enter to win our great booth prizes!
  • NVIDIA - booth 717 / 725 - is the world leader in advanced 3D solutions for professionals in film, broadcast, design and visualization.

Khronos Associates

  • A.K. Peters - booth 913 - Book and journal publisher serving the graphics community with titles for graphics researchers, game programmers, and animators. 20% Conference Discount. The source for your graphics library.
  • Addison-Wesley - booth 909 - A leading publisher of high-quality and timely content, Addison-Wesley Professional's mission is to provide educational materials about new technologies and new approaches to current technologies. Addison-Wesley is an imprint of Pearson.
  • Web3D Consortium - booth 1024 - The 3D graphics trade association to develop and promote the ISO X3D specifications for Web-based 3D graphics for interchange, presentation, and interactivity.

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