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Symbian is joining Futuremark’s handheld benchmark development program and will license source codes for Futuremark’s current SPMark04 and two forthcoming handheld benchmark products. SPMark04 measures the performance and power efficiency of Symbian OS-based smartphones, and includes OpenGL ES API 3D game scenes, image processing, as well as native Symbian OS applications such as address book and calendar. In addition, Futuremark is currently working on next generation OpenGL ES and mobile Java performance benchmarks.

DVS’s Centaurus OEM video I/O board combines the technology of DVS’ SDStationOEM and HDStationOEM. The new release supports AMD64 and Intel EM64T processor architecture under the 64 bit Linux. The 64 bit support greatly increases processing speeds, offering manufacturers of digital video solutions significantly more performance for their products. Based on PCI-X bus architecture, Centaurus supports all video formats from standard definition, PAL and NTSC, through high definition to full 2K film resolution. Centaurus supports the OpenML API and DVS’ SDK.

This course at Siggraph 2005 in LA, will present the two leading 3D graphics APIs for mobile platforms: OpenGL ES and M3G. Topics include the structure of the APIs, the evolution of mobile graphics standards, programming examples, and tips and tricks for programmers and artists. Attendees gain an understanding of the functionality the standards provide and how to use them to create efficient graphics applications.
Tuesday, 2 August, 1:45 - 5:30 pm Room 502A

The Austin Game Conference on October 27-28th is expected to attract more than 2,300 attendees and provides educational, networking and business opportunities for game development professionals. The Conference will host the Khronos Developer University (DevU) to provide up-to-the-minute training on industry standard APIs that are vital for state-of-the-art game development on emerging handheld platforms including cell phones. Khronos DevU will be held on October 26th, 2005.

Topics will include: an introduction to OpenGL ES and tips and tricks on how to use the API effectively on low-powered systems, and how to effectively port 3D content from desktops and consoles to handheld devices; an introduction to the new OpenVG 2D vector graphics API that is revolutionizing user interfaces, mapping displays and all kinds of 2D applications with a new level of performance and quality; one of the first in-depth looks at the new OpenGL 2.0 ES Shading Language and how to prepare for the upcoming wave of programmable handheld 3D hardware; and a heads-up on the upcoming OpenMAX API for accelerating, synchronizing and controlling riche media including video, image and audio.

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