Khronos Group News Archives

Falanx & Zoran demonstrate OpenGL ES 1.1 hardware acceleration in mobile phones priced for the value phone market

At 3GSM, the Falanx Microsystems Mali55 pixel processor for mobile phones is featured in handsets using Zoran Corp processors. Mali55s high-performance, OpenGL ES 1.1 support, and flexibility raises the bar on multimedia quality the value mobile phone market, with OpenGL ES 1.1 accelerated handsets starting at $49. Read More

ALT and Hybrid partner to provide OpenGL ES and OpenVG embedded solutions

The partnership between ALT Software and Hybrid Graphics will allow both companies to expand their customer base and product offerings by jointly providing system integration services,software products and more flexible and responsive customer support for graphics rendering on embedded devices using OpenGL, OpenGL ES, OpenVG and Java. Together their products address automotive, avionics, mobile, medical, and instrumentation markets. Read More

NVIDIA GoForce 5500 handheld GPU offers console class 3D gaming using OpenGL ES

The new NVIDIA GoForce 5500 handheld GPU offers console class 3D gaming using OpenGL ES and NVIDIA Pixel Shading Extensions delivering up to 2.6M triangles/second and 200M pixels/second and rendering up to 1024 X 768 screens. It also supports high-quality digital TV ( H.264, WMV9 and MPEG-4 video up to D1 resolution1 at 30 fps) , surround sound, hi-res photography, and low power consumption. Mobile phones with the 5500 GPU are expected by the end of 2006. Read More

OpenMAX DL enables rapid implementation and seamless portability of optimized video, image and audio codecs

Khronos releases the royalty-free OpenMAX DL 1.0 specification to enable rapid implementation and seamless portability of optimized video, image and audio codecs on diverse silicon architectures. OpenMAX DL defines an API which contains a comprehensive set of audio, video and imaging functions that can be implemented and optimized on new processors by silicon vendors and then used by codec vendors to code a wide range of codec functionality. The OpenMAX DL API includes audio signal processing functions such as FFTs and filters, imaging processing primitives such as color space conversion and video processing primitives to enable the optimized implementation of codecs such as MPEG-4, H.264, MP3, AAC and JPEG. OpenMAX supports acceleration concurrency via both iDL, which uses OpenMAX IL constructs, and aDL which adds asynchronous interfaces to the OpenMAX DL API. Read press release. Read More

Imagination Technologies adds accelerated OpenVG to PowerVR MBX

Imagination Technologies has implemented full acceleration for OpenVG on the PowerVR MBX, achieving many times the performance of software implementations with significantly reduced power consumption. The new OpenVG acceleration along with OpenGL ES full 3D hardware acceleration of 32-bit pixel blending, hidden surface elimination, multi-texturing, anisotropic filtering and texture compression, will be shown at the companys stand at the 3GSM World Congress 2006 in Barcelona, Spain from 13-16 February 2006. Read More

Falanx demonstrates OpenGL ES 2.0 fully programmable shaders on Mali200 mobile platform

Falanx Microsystems will be showing OpenGL ES 2.0 support on its Mali200 mobile platform at 3GSM. The Mali200's design delivers visually stunning graphics and video, can be easily customized to fit to virtually any platform - from handsets to laptops and game systems. It is the first GPU to show off OpenGL ES 2.0 in FPGA hardware. OpenGL ES 2.0 eliminates fixed functionality to reduce redundancy and enables fully programmable shaders, while conserving power consumption and increasing speed in next-generation cell phones and embedded systems. Read More

Imagination Technologies’ partners to show OpenGL ES-accelerated mobile devices and applications at 3GSM 2006

Imagination Technologies will showcase the latest applications processors and development systems from its licensing partners, new OEM handsets using those application processors, and advanced multimedia content enabled by its PowerVR graphics and video cores at the 3GSM World Congress 2006 in Barcelona, Spain February 13-16. The list or participants is a virtual who's who of mobile technology and games, including: Freescale, Intel, Renesas, Samsung, SKTelecom, Sony Ericsson, TI, Futuremark, HI Corp, TAT, Superscape, Esmertec, Dell, and Asphyr Media. The OpenGL ES-accelerated PowerVR MBX, delivers massive triangle and fill rates along with full 3D features such as skinning, FSAA, curved surfaces, per-pixel lighting and texture compression. PowerVR SGX delivers scalable and fully programmable shader graphics (OpenGL 2.0) and video functionality. Read More

Imagination Technologies benchmarks 37 fps in 3DMarkMobile06 for OpenGL ES 1.1 running on OMAP2420 processor with PowerVR MBX

Imagination Technologies has released 3DMarkMobile06 benchmark results, under both Linux and Symbian operating systems with OpenGL ES 1.1, using the Texas Instruments OMAP2420 application processor, with PowerVR MBX running at 50/66 MHz (Symbian/Linux) and the CPU (ARM 1136) running at 300/266 MHz (Symbian/Linux). Measured system performance exceeds 37 frames per second on Game Test 1 for both OSs. 3DMarkMobile06 is designed specifically to benchmark system-level performance of next generation OpenGL ES 1.0 and 1.1 enabled mobile devices. The Game Tests in 3DMarkMobile06 are designed to stress mobile system hardware to the maximum, going several steps ahead of the current generation of mobile games. Read More

COLLADA 1.4 specification available in Japanese

COLLADA defines an 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 specification is now available in Japanese (think PlayStation 3!). Read More

OpenGL ES Game Development book in Japanese

An in-depth look into the OpenGL ES standard and what the new embedded systems graphics library will provide for game developers. It covers OpenGL ES, EGL, game development, and platforms that are currently available. It also covers the problems involved in mobile game development with OpenGL ES and includes an overview of fixed point math and other areas of cell phone limitations that must be considered before creating mobile games. Read More

ATI Imageon 2380 and 2388 handheld processors offer 3D graphics with OpenGL ES 1.1 + Extension Pack as well as audio and video functionality

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. Read More

Game Developers Conference (March 20-24) to feature OpenGL ES and COLLADA tutorials, demos, and sessions

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. Read More

COLLADA 1.4 DOM released as open source, enabling developers to easily add COLLADA import / export to their applications

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 Read More

Sample implementation of a base-profile OpenMax IL component

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. Read More

COLLADA 1.4 released with skinning, morphing, animation, FX, Physics and OpenGL ES support

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.

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