Khronos Group News Archives

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

Java Binding for the OpenGL ES API, JSR 239 - official release

The Java Bindings for the OpenGL ES API (JSR 239) have been released (September 2006). These bindings enable access to the OpenGL ES library through a standard Java interface. The specification defines a Java ME optional package creating a standard Java interface into the OpenGL ES API and the EGL API for window system binding. It requires an underlying OpenGL ES Conformant native engine that must support OpenGL ES 1.0 or 1.1 and EGL and all core extensions. These bindings will be part of the Sun Java Wireless Toolkit 2.5 for CLDC when it is released as 1.0. Read More

Remo 3D modeler adds support for COLLADA 1.4.1 import / export

Remo 3D is an OpenGL API-based 3D modeler and real-time visulization tool using the OpenFlight format. The new v1.2 adds performance enhancements as well as import and export of COLLADA 1.4.1 files. Read More

Vijay Singh Pro Golf 3D OpenGL ES-based simulation hyperrealistic golf game

Vijay Singh Pro Golf 3D is an OpenGL ES-based simulation hyperrealistic golf game for Sony Ericsson's UIQ 3 based phones, that allows the player to personify and compete against 8 entirely customizable players, including the great Vijay Singh, and allows them to advance in their careers through practice, golf courses, and later tournaments, featuring golf circuits from all over the globe. Read More

STMicroelectronics to use ARM Cortex-A8 processor with OpenMAX support

STMicroelectronics has licensed the ARM Cortex-A8 processor to use with its own Nomadik multimedia applications processors for mobile gaming, video calling and location-based mapping services. The Cortex-A8 supports the OpenMAX standard for accelerated image, audio and video processing. Read More

Sony Ericsson announces three UIQ 3 based phones and SDK for hardware accelerated 3D graphics through OpenGL ES

Sony Ericsson is working with Imagination Technologies to support application development for the three UIQ 3 based phones, the M600 messaging device, P990 smartphone and W950 Walkman phone which all support OpenGL ES and feature full PowerVR hardware 3D graphics acceleration. A comprehensive SDK for OpenGL ES including a step-by-step tutorial and a dedicated discussion forum are available for free from Sony Ericsson Developer World. Read More

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