Blender Pocket is an open source, handheld devices port of Blender 3D open-source software for 3D modeling, animation, rendering and playback. It runs using the Rasteroid OpenGL ES implementation (using a wrapper for any missing desktop OpenGL functions). Support for the Vincent open source OpenGL ES implementation is also planned. Currently it runs on Pocket PC but the author is looking for other people to port to other other embedded devices supporting OpenGL ES. The latest version adds support for images with UV mapping. Blender Pocket forums provide support for development efforts.
This paper presents a bandwidth friendly approach to remote rendering of large 3D content (like cities), using Non-Photorealistic Rendering. The original textures of the facade are processed and the feature lines are extracted. The resulting data set (buildings with their characteristic lines) is optimized for remote visualization and stored on the server side. The city is then streamed on-demand on a remote client and rendered using OpenGL ES on handheld devices. This approach is useful for 3D content display on small screens where overly detailed textures can hide the salient characteristic features. It also greatly reduces the amount of data to transmit, making this solution well suited for limited-bandwidth networks like the ones used by mobile devices. Test were run on a DELL Axim X50V with a 624 MHz ARM processor, 64 MB of RAM memory and an Intel 2700G GPU andfull hardware acceleration using OpenGL-ES up to 640x480. Paper available as a PDF.
The m-LOMA(mobile LOcation-aware Messaging Application) application is the first true mobile 3D map program that renders 3D views in real-time, using easy-to-recognize high-quality 3D models, large view distance and free movement in the 3D world. Unlike a traditional map, with a 3D map application you always know your location on the map either by GPS tracking or by simply recognizing the buildings or other landmarks near you on the 3D map. m-LOMA uses the OpenGL ES API for rendering, and has a full optimization toolchain for the 3D models and textures, including visibility calculations, collision avoidance and pre-calculated visibility approximations for moving objects. Available for Symbian Series 60 and 80, Linux, Windows, WindowsCE (MobileWindows) and Mac OS X.
The Torus 3D Engine uses OpenGL ES hardware acceleration under BREW enabled mobile devices. The engine features 3DSMAX exporting scripts, quick and easy models loading, mesh sharing, skybox, hierarchical scenegraph, q3 compatible bsp with pvs and lightmapping, quick frustum culling, oriented bounding boxes, multipass environment/phong mapping and more. Full source code has been released (registration required for download).
The Tokyo Mobile Developer University focused on Gaming & Media, will be held April 28th, 2006. Presentations and demos cover OpenKODE (a native content platform providing source portability for games and media applications), OpenGL ES (3D for mobile), OpenSL ES (audio for mobile), OpenMAX (streaming media), OpenVG (accelerated Flash, PDF and SVG), and COLLADA (digital asset application interoperability). Sessions are free but space is limited.
(PDF news release in Japanese)
The presentations from the day-long tutorial on March 21st at Game Developers Conference 2006 are now online. These PowerPoint slides provide an in-depth look at the latest technologies in OpenGL ES and how they can be applied to cutting-edge game graphics, with special attention is given to the unique performance and design requirements of embedded applications. Topics include Advanced Rendering, ColladaFX, PlayStation GL, Portable Engine Developement, Performance Optimization and more.
Intel has joined the Khronos Group as a Promoter member and will also hold a seat on the Board of Directors to further advance the evolution of open standards that enable the authoring and acceleration of games and media on a wide variety of platforms and devices, such as mobile phones. Also announced in other Khronos news today, new members Emdigo, Feeling Software, Monotype Imaging, RadVision, Reigncomm, Scaleform, Softimage and TAT bring the total number of companies participating in the Khronos Group to over one hundred.
The COLLADA 1.4 data digital asset schema is the first cross-platform standard shader and effects definition written in XML and includes core features such as mesh geometry, skinning, morphing, animation and data validation. This new version of the digital asset schema will enable content creation pipelines that can automatically condition and scale 3D geometry and texture assets for real-time playback on a wide diversity of platforms including hand-held devices.
COLLADA FX is the industry's first cross-platform standard for defining visual effects that targets both high-end systems such as gaming consoles as well as embedded and hand-held systems. Effects may be authored to support many different profiles which may include the use of the OpenGL Shading Language, NVIDIA's Cg shading language, or OpenGL ES 1.1 state setting and texture combiners.
COLLADA Physics is the industry's first open standard data definition for physics effects including rigid body dynamics, rag dolls, constraints and collision volumes enabling data interchange between AGEIA (Novodex), Havok, Meqon, ODE and other game physics middle-ware.
Khronos and members of the COLLADA working group are developing open source example code for COLLADA and will release a COLLADA conformance test suite during 2006. There are already COLLADA 1.4 exporters for leading tools such as 3DStudio, Maya, Blender, SOFTIMAGE, and Lightwave.
New members Emdigo, Feeling Software and Softimage have joined Khronos in order to develop the COLLADA standard and integrate it with other Khronos APIs.
OpenVG enables hardware acceleration of libraries such as such as Flash and SVG, enabling high-quality, anti-aliased, scalable 2D vector graphics on embedded and handheld devices with highly interactive performance and low levels of power consumption. The OpenVG standard has been designed to seamlessly interoperate with OpenGL ES 3D graphics; creating a high-performance, fully integrated 2D and 3D embedded graphics acceleration environment. New Khronos members Monotype Imaging, Scaleform, & TAT have joined to participate in ongoing development of the OpenVG API. At GDC there are demonstrations of hardware accelerated OpenVG from Bitboys, Hybrid Graphics, Scaleform, and PowerVR, as well as software implementations from HUONE and Ikivo
SOFTIMAGE|XSI v.5.1 now includes COLLADA 1.4 support. COLLADA 1.4 is a standards-based interchange medium that enables 3D authoring applications to freely exchange digital assets - enabling multiple software packages to be combined into extremely powerful pipelines. The new v5.1 also supports COLLADA FX for real-time shader support
NVIDIA, a worldwide leader in programmable graphics processor technologies announced that it will acquire Hybrid Graphics Ltd., a leading developer of embedded 2D and 3D graphics software for handheld devices. This acquisition will enable the customers of both companies to deploy compelling OpenGL ES and OpenVG graphics solutions for the entire worldwide handheld market.
At GDC, Imagination Technologies’ PowerVR MBX combined with the Scaleform VGx vector graphics driver will demonstrate accelerated Flash content using OpenVG and OpenGL ES API. Scaleform VGx will be a next generation OpenVG implementation that uses the OpenGL ES API, optimized tessellation (vector-to-triangle conversion), and advanced vertex/pixel shaders to accelerate high-quality 2D scalable vector graphics on existing OpenGL ES-based 3D GPU chipsets. This will enable content providers to accelerate the mobile end-user experience without requiring new silicon or data format modifications.
Brought to you with the collaboration of the industry's leading OpenGL ES hardware and software vendors, this day-long tutorial on March 21st, provides an in-depth look at the latest technologies in OpenGL ES and how they can be applied to cutting-edge game graphics. The tutorial includes detailed descriptions of the latest features of OpenGL ES 2.0 and the latest extensions, followed by several case-studies of rendering effects that are enabled by these features. The tutorial also focuses on optimizing shaders and applications for maximum interactive performance. Special attention will be given to the unique performance and design requirements of embedded applications.
The Web3D 2006 Symposium (April 18-21, Columbia Maryland) will feature a paper and demonstration of rendering X3D content content on mobile devices using the OpenGL ES API. X3D is royalty free, modern successor to VRML and offers a runtime system and delivery mechanism for real time 3D content and applications running on a network. The MobiX3D is a mobile player for X3D developed by HCI Lab that uses the OpenGL ES API for the rendering engine to support transparency (alpha-blending), color and shading (wireframe, flat and gouraud shading supported),
texturing, lighting, backface culling. Versions will be available for Pocket PC using the OpenGL ES 1.1 Hybrid Rasteroid library and for Intel 2700G based devices (e.g. Dell Axim X50V) using OpenGL ES 1.0.