The Intel GPA now includes an expanded Frame Analyzer for OpenGL ES that includes performance optimization functionality. Developers can also run the System Analyzer and Platform Analyzer applications to analyze Android targets (Intel or ARM architecture) running OpenGL ES v1.0-3.1 from Windows 7/ 8.1 hosts as well as from Apple OS X 10.7, 10.8 or Ubuntu 12.04 or 14.04 host systems.
Big Nerd Ranch is offering two one-week intense introductions to OpenGL programming concentrating on iOS. Geometry specification, transforms, lighting and post-effects are covered. Brief introduction to advanced topics such as Oculus Rift and Vulkan. Registration is now open.
Rightware, leading provider of user interface solutions, has on May 1st divested its benchmarking business to Basemark Ltd. Basemark has created an independent and focused testing software powerhouse that is able to serve its numerous corporate customers better than being a part of Rightware. Basemark's patented software technology consists of various SoC, GPU and device testing tools that have become industry standard, such as Basemark ES, Basemark OS and Basemark X. Basemark ES 3.1 is the 4th generation of the popular OpenGL ES benchmark for graphics performance comparisons of OpenGL ES 3.1 enabled devices. Rightware will continue to focus extending its world leading position in automotive HMI solutions.
Xiaomi introduced its flagship tablet Mi Pad last week. Xiaomi Mi Pad houses the new generation Nvidia Tegra K1 processor. Inside, it packs ARM Cortex A15 quad-core chipset which can clock 2.2GHz CPU cycles and is backed by GeForce Kepler (192 cores) graphics engine. It is 1.5 times more energy efficient than other mobile GPUs and supports OpenGL 4.4, OpenGL ES 3.1 and tessellation, says the company. Mi Pad runs on the tweaked Android OS (4.4.4 KitKat) with MIUI v6.0. Unlike other UIs we see in Samsung, HTC, Sony and LG devices, Xiaomi's MIUI has a feature-rich interface and is refreshing. It is more like a hybrid between Android and iOS, yet simple and visually appealing.
As more and more devices support the OpenGL ES 3.1 graphics feature set, there needs to be a benchmark to test these devices and see how well they do with OpenGL ES 3.1 games that take advantage of all the new features. RightWare has released its newest version of Basemark ES, which is also the only benchmark tool available on the market to test the new OpenGL ES 3.1 features -- Basemark ES 3.1.
Imagination Technologies announces a new area-optimized PowerVR GPU designed to drive high-quality graphics with full OpenGL ES 3.0 functionality into low-cost and space-constrained devices. The new PowerVR G6020 GPU has been specially designed for graphics efficiency in ultra-compact silicon area, obtaining better real device performance and compatibility without unnecessary overhead. It is the smallest member of the PowerVR Series6XE family, with four arithmetic logic unit (ALU) cores and a silicon footprint of 2.2mm2 (28nm process technology at 400MHz).
The Khronos Group will be holding a number of sessions off-site during GDC week. There will be two sessions dedicated to discussing the Next Generation of Graphics and Compute API, as well as an OpenCL and WebGL meetup. These sessions will be taking place at SF Green Space (EEFG) just a few minutes walking distance from the Moscone center on Wednesday and Thursday. Registration is highly advised for the off-site sessions as space is limited and a good crowd is expected. Complete details are available on the Khronos GDC 2015 event page.
NVIDIA has provided a set of OpenGL and OpenGL ES examples illustrating various techniques and features to use in your own code. The GameWorks examples are aimed more at game developers, and run on Windows, Linux and Android. They are broken down by topic. The “NVIDIA Professional Visualization” set of examples are OpenGL based, and aimed more at the professional workstation developers. The repository is new, so expect more samples to be published soon. Linux support is being worked on. You can find the examples on Github.
KDAB are rewriting the Qt3D module of Qt 5 to provide an easy but flexible API for easily getting 3D content into your Qt applications using either C++ or QML. Qt3D is built on top of OpenGL and OpenGL ES and provides a data-driven renderer configuration. In the previous article we learned about the requirements and high-level architecture of Qt3D 2.0. In order to put some of this into context and to give you a concrete example of how it looks to draw something in Qt3D using the QML API, we will now briefly show the important parts of one of the simple examples that will ship with Qt3D.
This top-view panel features John Gaeta (Lucasfilm), David Traub (Epiphany Film Fund), Neil Trevett (President Khronos Group), and Professor Michael Page, OCADU. If you are fans of The Matrix or the Lawnmower Man - this is a must-see panel. More to come here and here.