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.
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.
AmanithVG engine is a commercial cross-platform engine for accelerated vector graphics. AmanithVG is entirely built on top of OpenGL (from 1.1 to 2.0, using extensions where available) and OpenGL ES (1.1 and 2.0) APIs. By using the OpenGL API, AmanithVG can provide high quality accelerated vector graphics on any kind of 3D chipset already available on the market, achieving tens of times faster performance than software rasterizers. The new tech preview 2 includes an improved geometric engine, a powerful configuration file (lets you customize the geometric kernel and the rendering engine to for example implement features on a chip without shaders, or with limited
texture size and texture units count.) , and a set of extensions for complex blend modes, color ramps, enhance dcaps styles and more. The benchmarks comparing rendering performance to software only implementation are impressive. Check out the new AVI video to see some of the new features and accelerated performance. (Imagine this kind of performance in Flash, Illustrator or PDF!)
The Korean Standard Organization TTA (Telecommunication Technology Association) has launched a project to develop standard benchmarks for scalable vector graphics solutions including OpenVG and SVG. ETRI is a lead in the project. SVG (Scalable Vector Graphics, W3C) and OpenVG (Khronos Group) standards are rapidly being adopted in many devices and applications, but there is no objective benchmark for performance comparison. The new benchmark test will provide objective and standard tests suite to compare performance and features of implementations of vector graphics standards, SVG and OpenVG. Requirements and index for performance evaluation will be collected until the end of 2006.
The Khronos Tech Talks and presentations from the OpenGL and OpenGL ES BOFs are available as Powerpoint slides for download. The Tech Talks cover OpenGL ES 1.x, OpenGL ES 2.0, OpenVG and COLLADA. The OpenGL BOF covers OpenGL 2.1, OpenGL running under Vista, working group updates and directions for OpenGL 3. The OpenGL ES BOF includes gDEBugger ES, overview and open source news.
The latest release of the PowerVR Insider SDK, version 1.9, is the biggest yet. It features over 30 variants supporting a wide range of platforms, from SoC applications processors such as TI’s OMAP2 and Freescale’s iMX31 to consumer products using PowerVR-enabled SoCs such as the Sony Ericcson P990/M600/W950 mobile phones and Dell Axim X51v PDA. A wide range of API and OS are supported too, including OpenGL ES and OpenVG APIs running on Symbian, Linux, and WinCE5. A Beta OpenGL ES 2.0 SDK is available now to lead PowerVR Insider members.
Full details have been posted for the Tech Talks and BOF presentations at SIGGRAPH 2006. Example topics include: OpenGL ES 1.1+ Techniques and Beyond; OpenGL ES debugging and profiling techniques using gDEBugger ES; Moving from OpenGL ES 1.1 to ES 2.0; OpenVG Training Course; An understanding of COLLADA features, capabilities, and applications; Multi-platform Shaders in COLLADA; "OpenGL 3.0" status; ARB Status & Khronos Transition Plans; OpenKODE: An Open Mobile Media Development Environment and more.
AmanithVG is a commercial solution for 2D graphics acceleration that is entirely built on top of OpenGL or OpenGL ES so it can use existing off-the-shelf hardware accelerators. This video of a real-time AmanithVG desktop session shows why accelerated vector graphics is so amazing. In real-time you can reshape, resize, and move vector graphics.
AmanithVG is a commercial engine for graphics acceleration that is entirely built on top of OpenGL (from 1.1 to 2.0, using extensions where available) and OpenGL ES (1.1 and 2.0) APIs. By using exisiting OpenGL-savvy 3D hardware for acceleration, AmanithVG provides high quality graphics on any kind of 3D chipset already available on the market, achieving 10+ times faster performance than software rasterizers.