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.
Can’t make it to Siggraph, but want to know what is going on with the Khronos APIs? The Powerpoint presentation (converted to PDF) from the BOFs at Siggraph 2005 is now online. It reviews in detail each of the newly released or announced embedded APIs and tools for authoring and acceleration. This includes detailed information about the OpenML open source ML SDK, OpenGL ES 2.0, the OpenGL ES Shading Language, OpenGL ES 1.1 Extention Pack, OpenGL SC 1.0, EGL 1.2 and Collada. (5 MB pdf)
Several analyses have appeared online regarding the OpenGL ES, OpenVG, and OpenSL ES announcments at Siggraph. EE Times and Tom’s Hardware help clarify what the new APIs do, how they work, and how they will impact the market.
Khronos has publicly released the OpenGL ES 2.0, OpenGL ES 1.1 Extension Pack, EGL 1.2 and OpenGL SC 1.0 specifications. OpenGL ES 2.0 combines a version of the OpenGL Shading Language for programming vertex and fragment shaders that has been adapted for embedded platforms, together with a streamlined API from OpenGL ES 1.1 that has removed any fixed functionality that can be easily replaced by shader programs. The OpenGL ES 1.1 Extension Pack collects together a number of optional extensions in one specification to extend OpenGL ES functionality for fixed function hardware. OpenGL SC 1.0 removes functionality from OpenGL ES 1.0 that is not required for safety-critical applications such as avionics and automotive instrumentation displays to minimize implementation and safety certification costs. Read Release.
Khronos has publicly released the OpenVG 1.0 royalty-free, open standard for low-level 2D vector graphics. OpenVG enables hardware acceleration of libraries such as such as Flash and SVG, enabling high-quality, anti-aliased, scalable 2D vector graphics and fonts on embedded and handheld devices with highly interactive performance and low levels of power consumption. Khronos will release details of an OpenVG 1.0 Adopter’s Program in the second half of 2005, including a Conformance Testing Program enabling conformant products to use the OpenVG trademark ensuring that conformant OpenVG implementations provide a reliable, cross-platform 2D graphics programming platform. OpenVG has also been designed
to seamlessly interoperate with OpenGL ES 3D graphics using EGL 1.2. Read Release.
Khronos has announced the formation of the new OpenSL ES (Open Sound Library for Embedded Systems) working group to define an open, royalty-free, cross-platform API (application programming interface) standard to enable low-level audio hardware acceleration across multiple embedded devices and platforms. he goal of OpenSL ES is to define an application-oriented audio API tuned for embedded systems, standardizing access to hardware acceleration features such as 3D positional audio and MIDI playback. OpenSL ES will provide a fully cross-platform foundation for a wide range of higher-level audio APIs, including JSR-234, and will enable easy porting of game and applications of across multiple platforms and audio devices. Read Release.
The COLLADA project has elected to join Khronos to further their work as an open standard under Khronos’ open participation process and royalty-free intellectual property (IP) framework. COLLADA stands for “COLLAborative Design Activity” and defines an XML-based schema to enable 3D authoring applications to freely exchange digital assets without loss of information - enabling multiple software packages to be combined into extremely powerful tool chains. Read Release.
NVIDIA and Sony Computer Electronic Inc. (SCEI) have become Khronos Promoting Members, gaining a seat on the Board of Directors that direct Khronos activities. CoreLogic, GiQuila, Nextreaming and Sasken Communication Technologies have become Khronos Contributing Members to participate in the ongoing development of open, royalty-free embedded media API standards. Harman/Becker has become a Khronos Adopter for OpenGL ES 1.0.
The Bitboys G40 is a fully programmable 2D, 3D and vector graphics processor with the OpenGL ES 2.0 feature set packed into a small design size with efficient memory bandwidth usage. Programmable vertex and pixel shaders provide for advanced photo-realistic rendering effects and unprecedented visual clarity.
The programmable pixel processor supports pixel shaders, per-pixel executed programs which allow content developers to generate such realistic-looking object surfaces as metals, woods, water, lighting effects and reflection. Booth #Booth 1047.
DMP has announced their next-generation PICA graphics IP core will be fully compliant with OpenGL ES . Like the new high-end ULTRAY 2000 IP Core, PICA will be released for SoC manufacturers and the embedded market (mobile phones, game devices, navigation systems, amusement machines such as arcade games, and embedded home appliances.).
Sony Computer Entertainment Inc. (SCEI) announced that COLLADA (COLLAborative Design Activity), a common data format for content developers, will become an open standard under the Khronos Group. COLLADA is an XML based file format for interchange of digital assets within the interactive 3D graphics industry to address a critical need for content creators to work freely with their data across many tools and platforms. It is supported by the biggies of content creation including Alias, Discreet and SoftImage. SCE is committed to continuing to support and develop COLLADA within the Khronos Group, and aims to further enhance the development environment and tools that the company provides to the creative community for developing new computer entertainment content. For details about developments with Collada, check out the Siggraph Tech Talk Wed Aug 3, 1-3PM. For more news about how Collada fits in with the Khronos embedded APIs for authoring and acceleration, check back Monday, Aug 1, 2005 for some key announcements.
The new PowerVR SGX cores for wireless applications are part of Imagination’s PowerVR Series5 scalable and fully programmable unified shader graphics and video core family. The first cores from this family target mainstream and performance mobile graphics with state-of-the-art support for 2D and 3D and an industry leading feature set that exceeds OpenGL ES 2.0 shader requirements. The SGX’s shader system merges vertex and pixel shading into a single pipeline. PowerVR SGX is backwardly compatible with key features from the PowerVR MBX family, with continued support for all existing PowerVR extensions to OpenGL ES 1.1.
Quantum3D’s IData ES extends the benefits of COTS realtime 3D visual computing solutions to handheld systems, such as PDAs, cell phones, portable gaming devices, and GPS systems. Databases developed within IData’s HMI tool environment transition seamlessly from PC and RTOS-based OpenGL environments to multi-vendor embedded OpenGL ES implementations under multiple operating systems, with no changes to the user application or underlying data set. IData ES features support for OpenGL ES 1.0, 1.2 and the OpenGL ES Safety Critical 1.0 profile. In each case, the IData Render Engine extracts the maximum features and performance from the target platform, delivering the same compelling HMI displays as it does on the desktop and in advanced workstations.