ATI has announced a complete audio and visual solution for handheld devices: the Imageon 2380 and Imageon 2388. The processors offer end users an enriched multimedia and gaming experience by leading the industry with the implementation of OpenGL ES 1.1 + Extension Pack. OpenGL ES 1.1 + Extension Pack allows game developers and content creators to bring more realistic detail in environments, lighting and objects, while maintaining a high level of interactivity. By alleviating a significant amount of work being done by the main processor, the new Imageon processors can efficiently produce 3D visual effects and drive animation with quality previously unattainable on a cell phone. The flexible and programmable audio engine enable positional 3D sound, CD-quality ring-tones and music phones with high-quality stereo recording and playback. The video engine enables a mobile digital camcorder/player and supports advanced features such as video-telephony and video-streaming.
The Game Developers Conference (GDC), March 20-24, 2006 is the official trade event “by game developers for developers” of computer, console, mobile, arcade, online games, and location based entertainment. This year there will be a number of session and tutorials on OpenGL ES, Shader development and COLLADA. The sessions are designed to help mobile game developers look ahead at how they may need to modify their game development and design considerations. They introduce them them to OpenGL ES, OpenGL ES 2.0 shaders, hardware accelerated JSR-184, and using COLLADA in a mobile 3D toolchain, including PS3.
The COLLADA DOM is a comprehensive framework for the development of COLLADA applications and provides a C++ programming interface to load, query, and translate COLLADA instance data. The DOM loads COLLADA data into a runtime database consisting of structures that mirror those defined in the COLLADA schema. These runtime structures are auto-generated from the current schema, eliminating inconsistency and error. Developers can directly use the data structures loaded into the COLLADA
runtime database within their application so they can easily add import and export capabilities for COLLADA v1.4.0 or COLLADA v1.3.1 documents. This release contains the COLLADA DOM for 1.3.1 and 1.4.0, full documentation, sample code (simple conditioners), and sample data. It is released under an open source license
The OpenMAX working group has posted source code for an sample implementation of a base-profile OpenMax IL component. Although it passed OpenMax conformance tests at the time of publication, this code does not mandate how OpenMax should be implemented; it is simply one example of how OpenMax may be implemented. It is available as a .c text file for download.
COLLADA defines an open source XML-based schema to enable 3D authoring applications to freely exchange digital assets without loss of information, enabling interactive 3D industry content tools to be combined into extremely powerful tool chains. The v1.4 releases adds significant new core features, COLLADA FX, COLLADA Physics, and high level effects definition for the OpenGL Shading Language (GLSL) and OpenGL ES 1.1.
Core Feature Additions: Mesh geometry, Skinning, Morphing, Animation, Assets, and Data validation
COLLADA FX: Next generation lighting, shading and texturing, using high level effects and shaders, supports all shader models (1.x, 2.0, 3.0) under CG and GLSL profiles (including OpenGL ES 1.x profile).
COLLADA Physics: Rigid Body Dynamics, Rag Dolls, Contraints, Collision Volumes, Data interchange between Ageia (Novodex), Havok, Meqon, ODE and other game physics middleware
COLLADA FX is the first high level effects definition for the OpenGL Shading Language and the profile for OpenGL ES 1.1 enables the creation of GLSL shaders and effects that utilize the OpenGL ES 1.1 fixed-function pipeline.
NVIDIA will demonstrate the first public example of the new OpenMAX IL standard at the Lunch at Piero’s press event Jan 5 and 6 at CES. The demonstration will show a prototype OpenMAX IL implementation executing on an NVIDIA GoForce 3D handheld graphics processing unit (GPU) to create a flexible, accelerated streaming media pipeline to input, decode, and display an MPEG-4 video stream with fully synchronized audio at full frame rate—an industry first. Through using OpenMAX IL, different codecs may be easily inserted into the pipeline, or the configuration of the processing pipeline can be easily changed with full media component and codec interoperability.
SKY-MAP 2.0 integrates wireless middleware and multimedia engines to provide a comprehensive mobile software platform - enabling advanced wireless multimedia services such as IMS, streaming web content, video messaging, digital TV, and much more. SKY-MAP is supporting the newly released OpenMAX IL in its SKY-MMF Multimedia Framework to maximize the portability of SKY’s software platforms across the complete range of mobile hardware, codecs, chipsets, and operating systems. SKY-MMF enables creation, editing, streaming, and sharing of multimedia with nearly any wireless mobile device that has multimedia potential.
The OpenKODE™ (Khronos Open Development Environment) initiative will create a coherent development and deployment platform to enable and encourage the development of portable, high-performance media applications for mobile handsets. OpenKODE will bring together the family of Khronos Media Application Programming Interfaces (APIs): OpenGL® ES for 3D graphics, OpenMAX™ for streaming media, OpenVG™ for vector 2D graphics and OpenSL ES™ for audio; and will define a new user-input API and potentially add new APIs for access to functionality such as multi-player networking and operating system resources to create a complete, coherently designed, reliably available platform that can be implemented across a wide variety of mobile and embedded devices.
Khronos publicly released the royalty-free OpenMAX™ IL 1.0 specification that defines media component interfaces to enable the rapid integration of accelerated codecs into streaming media frameworks on embedded devices. The OpenMAX IL (Integration Layer) API defines a standardized media component interface to enable developers and platform providers to integrate and communicate with multimedia codecs implemented in hardware or software. Read Release.
gDEBugger is a popular OpenGL debugger which traces application activity on top of OpenGL to provide the application behavior information you need to find bugs and to optimize application performance. With gDEBugger, you can peer inside your OpenGL usage to see the affect individual commands have on application behavior. The gDEBugger team is now looking for beta testers for an OpenGL ES version. If you are interested in being one of the beta sites please email: “info _at_ gremedy _dot_ com”.