This paper presents a bandwidth friendly approach to remote rendering of large 3D content (like cities), using Non-Photorealistic Rendering. The original textures of the facade are processed and the feature lines are extracted. The resulting data set (buildings with their characteristic lines) is optimized for remote visualization and stored on the server side. The city is then streamed on-demand on a remote client and rendered using OpenGL ES on handheld devices. This approach is useful for 3D content display on small screens where overly detailed textures can hide the salient characteristic features. It also greatly reduces the amount of data to transmit, making this solution well suited for limited-bandwidth networks like the ones used by mobile devices. Test were run on a DELL Axim X50V with a 624 MHz ARM processor, 64 MB of RAM memory and an Intel 2700G GPU andfull hardware acceleration using OpenGL-ES up to 640x480. Paper available as a PDF.
The Torus 3D Engine uses OpenGL ES hardware acceleration under BREW enabled mobile devices. The engine features 3DSMAX exporting scripts, quick and easy models loading, mesh sharing, skybox, hierarchical scenegraph, q3 compatible bsp with pvs and lightmapping, quick frustum culling, oriented bounding boxes, multipass environment/phong mapping and more. Full source code has been released (registration required for download).
The Tokyo Mobile Developer University focused on Gaming & Media, will be held April 28th, 2006. Presentations and demos cover OpenKODE (a native content platform providing source portability for games and media applications), OpenGL ES (3D for mobile), OpenSL ES (audio for mobile), OpenMAX (streaming media), OpenVG (accelerated Flash, PDF and SVG), and COLLADA (digital asset application interoperability). Sessions are free but space is limited.
(PDF news release in Japanese)
The presentations from the day-long tutorial on March 21st at Game Developers Conference 2006 are now online. These PowerPoint slides provide an in-depth look at the latest technologies in OpenGL ES and how they can be applied to cutting-edge game graphics, with special attention is given to the unique performance and design requirements of embedded applications. Topics include Advanced Rendering, ColladaFX, PlayStation GL, Portable Engine Developement, Performance Optimization and more.
At GDC, Imagination Technologies’ PowerVR MBX combined with the Scaleform VGx vector graphics driver will demonstrate accelerated Flash content using OpenVG and OpenGL ES API. Scaleform VGx will be a next generation OpenVG implementation that uses the OpenGL ES API, optimized tessellation (vector-to-triangle conversion), and advanced vertex/pixel shaders to accelerate high-quality 2D scalable vector graphics on existing OpenGL ES-based 3D GPU chipsets. This will enable content providers to accelerate the mobile end-user experience without requiring new silicon or data format modifications.
The Game Developers Conference (GDC), March 20-24, 2006 is the official trade event "by game developers for developers" of computer, console, mobile, arcade, online games, and location based entertainment. This year there will be a number of session and tutorials on OpenGL ES, Shader development and COLLADA. The sessions are designed to help mobile game developers look ahead at how they may need to modify their game development and design considerations. They introduce them them to OpenGL ES, OpenGL ES 2.0 shaders, hardware accelerated JSR-184, and using COLLADA in a mobile 3D toolchain, including PS3.
Hybrid Graphics announced the Hybrid Mobile Framework v6 for embedded devices. In addition to OpenGL ES and JSR 184 implementations, Mobile Framework v6 adds full support for OpenVG 1.0, an SVG Tiny player and support for graphics hardware from DSP chips to full-fledged hardware 3D accelerators.