The presentations from the full day Khronos Media Acceleration Forum in Cambridge UK are now online. These presentations include OpenKODE, a non-technical introduction to OpenGL ES, hardware-accelerated OpenVG, OpenSL ES overview, a technical overview of OpenGL ES 1.1, a technical overview of OpenMAX DL, IL and AL, how shader programmability with OpenGL ES 2.0 can boost overall system level performance, and high-performance 3D graphics coding for handheld devices.
Episode #3 in the Khronos Mobile Media Developer podcast series focuses on OpenGL ES 2.0 - programmable 3D shaders for mobile devices. OpenGL ES 2.0 introduces the majority of the functionality used by today's desktop games but with a streamlined API for the embedded space. This audio or video podcast from the 2006 Game Developers Conference, reviews in detail what has changed in OpenGL ES 2.0 and what the changes mean for mobile game development.
Podcast RSS Subscribe on iTunes
Aplix will integrate its JBlend Java platform with NVIDIA's GoForce handheld GPUs and JSR solutions from Hybrid and third-party partners to provide optimal Java and graphics performance for mobile devices. NVIDIA will distribute this complete Java graphics solution to its network of mobile content developers, and both companies will promote the jointly developed package to OEM customers. The cooperative agreement covers M3G - Mobile 3D Graphics API for J2ME (JSR 184), Java bindings to OpenGL ES (JSR 239) and Java bindings to SVG for scalable vector graphics (JSR 226).
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.
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.
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.
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
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.
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.
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.