AmanithVG is a commercial cross-platform solution for accelerated vector graphics. It is entirely built on top of OpenGL or OpenGL ES APIs. This video shows real-time vector graphics using AmanithVG 1.0 engine running on a Nokia N93 using the built-in OpenGL ES hardware support.
HUONE will show AlexVG engine, AlexVG m-player, AlexVG t-player and the new AlexVG onGLES at CTIA Wireless 2007 (Mar 27-29). AlexVG onGLES is a new product which can accelerate OpenVGV and SVG vector graphics rendering using 3D graphic chips based on OpenGL ES. HUONE will pre-demonstrate AlexVG onGLES in their CTIA Wireless booth #4443-1 in the Korea Pavilion. Official product launch is scheduled for April.
The Embedded Systems 3D Game SDK (ES 3D Game SDK )is an Open Source 3D Game Engine / SDK for embedded devices. The new v0.4 adds support for OpenKODE and enhances terrain and texture rendering. The SDK is tested against the OpenGL ES library from Hybrid Graphics (Rasteroid 3.1), Imagination Technologies (PowerVR) and Nokia (OpenGL ES 1.1 Plugin). For OpenKODE, the Acrodea SDK is used and tested.
The ShaderX book series (1-5) is looking for authors for ShaderX6. ShaderX6 will cover advanced rendering techniques including Mobile Devices shader programming (i.e. OpenGL ES 2.0). Proposals are due by April 1st, 2007.
AMD is introducing a suite of tools to help content creators jumpstart the development of applications for handheld devices based on OpenVG 1.0 and OpenGL ES 2.0 and AMD’s Unified Shader Architecture. The tool suite includes RenderMonkey, a shader development tool to help developers create visually compelling characters and environments. The upcoming RenderMonkey v1.7 adds support for mobile content development including full OpenGL ES 2.0 shader support. AMD will also provide emulation environments and development kits to help developers create, test and tune their applications.
The Khronos Group has officially begun two new working groups. The glFX Working Group is defining a run-time API to enable advanced 3D visual effects contained in a COLLADA FX file to be easily and portably used in OpenGL and OpenGL ES applications. The Composition Working Group is defining graphics APIs to enable window systems to be constructed using open standards for display composition to encourage mobile devices to use fully accelerated advanced user interfaces. See Press Release.
This interview with the ARM Mali product manager, discusses hardware acceleration for the mobile industry: "In terms of graphics performance and quality the first generation of handsets with 3D acceleration capability are similar to Nintendo DS or PSP (supporting OpenGL ES 1.0 and 1.1). In the 2nd generation (appearing in 12-18 months) we expect to reach roughly similar levels of image quality to PS2 or Gamecube. The 3rd generation is probably the most interesting as we will see the introduction of OpenGL ES 2.0 capable acceleration."
Designed to gauge the performance of tomorrow's premium mobile gaming hardware today, 3DMarkMobile ES 2.0 is a complete OpenGL ES 2.0 test suite that includes 2 OpenGL ES 2.0 3D game content tests and OpenGL ES 2.0 API feature tests for measureing performance on vertex and fragment shader processing, post processing, depth complexity, texture filtering and image quality. The benchmark suite will be released publicly in May, 2007.
3DMarkMobile JSR 184 is Futuremark’s port of their industry standard 3DMarkMobile ES 1.1 benchmark to the Java Mobile 3D Graphics (M3G) environment. 3DMarkMobile ES 1.1 and 3DMarkMobile JSR 184 share Identical test workloads, which are deployed through Futuremark’s OpenGL ES 1.1 engine in the former, and the company’s JSR 184 engine in the latter. This design enables reliable comparisons between native OpenGL ES and Java Mobile 3D performance. Test suites feature high detail 3D game workloads and pixel processing, vertex processing and CPU processing feature tests, plus image quality tests.