The new high-end Dell Axim X51v handheld running Windows Mobile 5.0 uses a Intel 2700G multimedia accelerator with 16MB video memory. The multimedia accelerator incorporates the PowerVR MBX IP core with support for OpenGL ES 1.0. The PowerVR MBX OpenGL ES SDKs include documentation, source code, demos and tools that allows developers to create applications using the OpenGL ES 1.0 API.
Fathammer, a leading publisher and developer of 3D mobile game technologies (X-Forge) and games, will develop 5 new OpenGL ES-accelerated advanced 3D mobile games for the KTF "GPANG" game portal. KTF is one of the largest mobile phone operators in South Korea and accelerated 3D gaming will get many users hooked to KTF’s Gpang. The games will take advantage of OpenGL ES hardware acceleration on LG 3600 Gpang phones, and will run without hardware acceleration on earlier generation Gpang phones.
Diehl Avionik Systeme (think Airbus and large military aviation programs) and Zandiant Technologies, a leading supplier in automotive navigation and telematics systems have become Khronos Contributing Members with a focus on OpenGL SC. Rapidly-emerging markets that require OpenGL SC 1.0 include: cutting-edge automotive instrumentation; avionics displays that must pass the FAA-mandated DO-178B certification process; industrial applications such as power plant instrumentation, transportation monitoring and control; and real-time display of medical data requiring 100% reliability for surgery. While these industries have traditionally relied on proprietary subset definitions of OpenGL, manufacturers are now demanding open standard solutions to reduce development costs and shorten product development times. Also Princess Interactive has become an OpenGL ES Adopter in order to port their INSIDES V4.0 HMI-virtual prototyping/virtual cockpit system to OpenGL ES.
Hybrid Rasteroid OpenGL ES 1.0 and 1.1 (Common profile) can be used for evaluation and non-commercial application development. The new BREW 2.x and 3.x extensions are available to developers for evaluation.
This presentation from the IBC2005 press briefing overviews the Khronos family of APIs and Tools of royalty-free platform for media acceleration. In addition to the technical and strategy material about OpenGL ES, OpenML, OpenMAX, OpenVG, Collada and OpenSL ES, the press conference was also an opportunity for demonstrations of OpenGL ES on OMAP2 from Texas Instruments (multiple engines for parallel processing on your handset which lets you play OpenGL ES 3D games on your mobile device with diplay on a TV) , and of the new MTIS alexVG OpenVG 1.0 software implementation for the ARM & XScale Platforms (Windows and Linux).
alexVG is the first commercial software engine based on the OpenVG 1.0 API, The high performance rendering pipeline offers complete support for paths, images, paint, blending, transformation, and image filters. Uses include SVG viewers, electronic maps, e-books, graphic user interfaces, and games. MTIS will demonstrate alexVG at the Khronos Press Conference at IBC2005, 12 September 2005.
JSR-234, known as "Advanced Multimedia Supplements API", adds a new and advanced set of mobile audio capabilities for J2ME devices, including 3D sound positioning, real time signal processing, radio tuner control and other features. This interview on Sonify.org with Jonathan Page of Sonaptic, discusses the potential for new applications of mobile audio using JSR-234 and the various features and implementations of the new specification. OpenSL ES will act as the hardware acceleration API for the audio features of JSR-234.
This presentation from August 30, GDC Mobile Europe gives an overview of the Khronos Embedded API family - a complete and coherent, royalty-free platform for media acceleration. For OpenGL ES in particular, a growing infrastructure of tools and platforms are creating the world’s largest opportunity for games developers. Already a large percentage of popular JSR 184 engines use OpenGL ES for hardware acceleration. But that there is an opportunity for platforms with native application support to offer significantly higher 2D/3D performance. Finally it discusses how Collada 1.4+ based tools will allow assets and shaders to be conditioned for real-time delivery - including adapting content specifically to the capability of different platforms without losing key asset data.
The OpenVG technical presentation from Siggraph 2005 reviews the API pipeline and parameters. It covers rasterization, sissoring, masking, blending, dithering and image manipulation. Sample code is given for each.
Hybrid Graphics has released Win32 binaries of their OpenVG 1.0 Reference Implementation. The package includes the OpenVG DLL, header files and a sample project. This can be used for validation purposes but is not suitable for development use. Khronos Members can download the source files from the OpenVG Working Group Folder in the Members Only area.
To make it easier for developers and Khronos Members to work together on developing new OpenGL ES and OpenVG applications, we have added options for message board digests and RSS new feeds. Digests are email messages sent to you daily or weekly with summary of posting on your topics of interest. This means you don't have to explicitly visit this site to see what conversations are going on. RSS feeds provide the titles and summaries for recent topic posting in each message board. Using any RSS savvy web browser or news reader you can scan posting from several message boards in one window, be notified when there are new postings, and use a bookmark to search postings for specific terms.
COLLADA is an interchange format between content creation and 3D processing tools that can be used to create a production pipeline. The Collada presentation from Siggraph 2005 is a comprehensive overview of what Collada does, what it is used for and how it works. The presentation also gives information about the upcoming Collada v1.4 including Collada FX, Collada Physics, Conformance testing, and reconfigurable production pipelines using the Collada DOM with Asset Tags and Conditioners.
Collada FX allows interchange of complex, multi-pass shader effects, for multiple platforms, for both fixed-function (e.g. OpenGL ES 1.X) and programmable-pipelines (e.g. OpenGL ES 2.X)
Collada Physics provides an API independent description of basic rigid body and jointed models including collision bounds, and sence partitioning
The Collada Conformance Suite ensures that developers create reliable, high quality exporters and importers for all DCC applications
The Collada DOM offers a way to read, write and validate files, handle asset management and develop Conditioners (modules to process subsets of 3D assets) to create a framework that allows users to reconfigure their own production pipelines using standard tools
Falanx Microsystems announced their new Mali200, a fully programmable graphics and media acceleration core for mobile phones that will take full advantage of OpenGL ES 2.0. It offers sophisticated 3D graphics that go beyond Shader Model 3.0, along with advanced DSP and general multimedia acceleration via OpenGL ES and OpenVG. It uses a single-pipeline 2D/3D/Video IP rasterizer core to deliver 2D/3D acceleration, 16X Full Scene Anti-Aliasing, smart texture filtering & compression and 30fps video recording and playback. Mali200 is designed for use in any multimedia device requiring high performance and low power, such as mobile phones, personal media players and laptops. This scalability is further enhanced with support for OpenGL ES 2.0, which is designed to bring desktop quality OpenGL to set-top boxes, auto navigation systems and even state-of-the-art game consoles such as the PLAYSTATION 3. In a related announcement, Falanx will work with Zoran Corporation to deliver the Mali technologies to mobile phones in the second half of 2006.
ATI announced that it will work closely with developers to maximize the functionality of its Imageon hardware for programmable shaders in OpenGL ES 2.0. "The beauty of OpenGL ES is that by leveraging the graphics processor, developers can have the flexibility of programming their own shaders to create the kinds of effects that until now end users could only experience on their PCs."
The International Mobile Gaming Awards sponsored by NVIDIA, Nokia, Alias and Orange is a unique opportunity for OpenGL ES developers, to get assistance with developing a professional game for publication and prizes. The competition works in two phases: Phase 1 due Oct 17th, is for the developer to submit a proposal for the production of a game or a pilot. An international jury will select 20 projects that will then receive tools and technical assistance to develop the game further. The finished games will enter a second competition ending on 10th February 2006. On 15th February, four final winners will be announced. Grand Prize is $10,000 and a publishing contract in Europe.