Khronos Group News Archives

IMGA mobile game awards finalists announced

The International Mobile Gaming Awards (IMGA) today announced the 25 games that have been shortlisted to enter into the next stage of the competition. Five games from each of the following categories were selected: the Best Interactive Experience Award, the Best Use of Connectivity, the Excellence in 3D Award, the Most Innovative Game Award and the Best Use of Flash Award. Read More

3DLABS DMS-02 media processor to support OpenGL ES

The new DMS-02 processor from 3DLABS incorporates dual ARM 926EJ cores, multi-level caches, three bi-directional video stream ports, 32 or 64-bit mobile memory for up to 1.6 GBytes/s bandwidth along with many peripheral interfaces. It is OS independent with the first SDK supporting embedded Linux 2.6. The processor supports a number of codecs and APIs, including H.264, MP3, AAC, JPEG and OpenGL ES, and may be used in handhelds, navigation systems, video conferencing, in-car entertainment, video surveillance and cell phones. Read More

Anark Studio 4.0 3D authoring and visualization software adds support for COLLADA

Anark Studio is a Windows rapid application authoring tool for creating interactive 3D content. The new v4.0 adds enhanced speed and memory management, improved workflow, optimized play-back and visual enhancements, and import of Max and Maya animations via integrated COLLADA 1.4.1 support. Read More

Mobile Media Developer podcast #2: OpenSL ES

Episode #2 in the Khronos Mobile Media Developer podcast series focuses on OpenSL ES - a cross-platform foundation for audio on mobile devices with support for interactive sound for games, streaming audio, music mixers and ringtones. OpenSL ES addresses the current industry problem of a bewildering variety of proprietary audio APIs in the mobile space. Games or music applications have to either write to the lowest common demonitor (which is very low) or lose portability between devices. OpenSL ES offers a cross-platform, common API, with support for current standards built in. In addition it provides standardized access to advanced audio functionality, as well as hardware accelerated support for higher-level audio APIs such as OpenAL.

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Softimage Asia Tour 2006 to feature COLLADA

Softimage will be demonstating SOFTIMAGE|XSI and SOFTIMAGE|FACE ROBOT v.1.5 in Seoul (Dec 5th, 2006) , Shanghai (Dec 8th, 2006) and Tokyo Dec 12th, 2006). AMD will be discussing workstations tailored to the CG market. COLLADA will be shown as a way to offer interoperability and improved collaboration among teams in mixed-software studio environment, allowing Softimage artists and technical directors to create and work easily in next-generation game development pipeline. Read More

Khronos keynote presentation from Korea Games Conference 2006

The keynote presentation from the Korea Games Conference covers each of the Khronos mobile APIs and how they can integrate together through OpenKODE. OpenKODE provides foundation-level acceleration for advanced user interfaces and media applications that mix multiple media types. Read More

MeshLab v0.8 3D mesh processors adds support for COLLADA

MeshLab is an open source portable and extensible mesh processing system for processing and rendering of large unstructured 3D triangular meshes (typical 3D scanning meshes). It provides a set of tools for cleaning, healing, inspecting, rendering and converting this kind of large unstructured meshes. The new v0.8 adds support for COLLADA read and write, new filters, and new OpenGL API shaders. Read More

HLSL2GLSL ready to convert HLSL shaders to OpenGL ES Shading Language shaders

HLSL2GLSL is an open source tool that translates DirectX 9 HLSL shaders into the OpenGL Shading Language (GLSL). The new v0.9 has been released with many options that will support shaders that are compatible with OpenGL ES 2.0 (OpenGL ES 2.0 implementations are on track for release in early 2007). Specifically, HLSL2GLSL can generate shaders that use only user attributes and user varyings (required by OpenGL ES Shading Language v1.00). In addition, it can prepend a default precision qualifier as required by ES v1.00 for fragment shaders. Read More

Mobile Media Developer podcast #1: OpenKODE

The Khronos Group has launched the first episode in the Mobile Media Developer podcast series. In this new series, the developers behind the industry standards for 3D, 2D, video and audio for mobile devices describe how the new technologies work and how they can be used by developers, carriers and manufacturers to create applications for mobile phone, handhelds and game consoles.

The first podcast previews the new OpenKODE APIs. OpenKODE provides functionally similar to DirectX on the desktop, except it is cross-platform, royalty-free and streamlined for handheld devices. The goal of OpenKODE is to make it easier for developers (and carriers) to deploy rich media applications on mobile phones, by providing system abstraction so that develoeprs don’t have to worry about the underlying handset hardware or OS. It also offers state-of-the-art media acceleration technologies as well as access to operating system resources, input devices and displays.

Podcast web pages: http://www.khronos.org/podcasts/

Podcast RSS: http://www.khronos.org/podcasts/mobile_podcast.xml

Subscribe via iTunes: itpc://www.khronos.org/podcasts/mobile_podcast.xml

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COLLADA Getting Started Guide

A basic summary of resources and steps for getting started using COLLADA as a digital content creator or as a software developers. The guide the steps to take if you want to use COLLADA to import/export data from tools or if you want to implement COLLADA in your application. Read More

COLLADA Test Model Bank for developers to test COLLADA implementations

The COLLADA Test Model Bank is a model repository for developers working on COLLADA related projects. Developers can post and exchange sample models to be shared with the community and used to test COLLADA implementations. Read More

VTour for Mac supports the creation of geo-referenced 3D scenes for Google Earth using COLLADA 1.4.1 export

Starting directly from digital photographs, or from full 360-degree panoramas, VTour facilitates the creation of 3D scenes such as interiors or urban areas using polygonal photo-textured primitives. Users can export or publish results as a 3D movie or export COLLADA 1.4.1 as geo-referenced 3D scenes for Google Earth. Read More

Anark Gameface v3.7 adds COLLADA importer for 3ds max and Maya

Anark Gameface is a bundle of Anark Studio, an advanced 3D authoring platform, and Anark Format SDK, designed to export your UI data directly into your game engine. The new v3.7 ncludes an enhanced workflow for game artists and performance upgrades for game engineers for more efficient UI authoring. It also includes support for the COLLADA file format, which allows for the direct data transfer of animation created in 3ds Max and Maya. Support for COLLADA will continue to grow with future releases. Read More

Subsurface feature visualization using OpenGL ES - handheld augmented reality for geospatial asset management

Researchers at Graz University of Technology demonstrated using OpenGL ES to implement an Augmented Reality application for city geospatial asset management visualization on small handheld devices. The application overlays 3D data such as gas and power lines on top of a real city model captured by the built in camera. The goals is that a utility company field worker could point their mobile phone to a particular surface subsection of a road or building. Depending on the device's position and orientation, the field worker would be shown a real-time visualization of the subsurface network of cables and pipes. The "x-ray vision" merges real world vision with computer graphics generated from GIS data stores. The prototype application was shown at the ISMAR 2006 conference running on three different Windows CE handhelds using software as well as hardware OpenGL ES. Read More

Optimizing OpenGL ES applications for Brew - tips and performance tricks

Although OpenGL ES makes 3D graphics programming significantly easier and more portable, developers must still work to tune their applications for the greatest performance possible. This article features tips and tricks gleaned from Qualcomm and other developers at the 2006 Brew Developer Conference in San Diego. Read More

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