Developers related stories

Mobile Gaming Forum - Tokyo April 2006 presentations

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The Tokyo Mobile Gaming Forum was held April 28th, 2006. Presentations covered 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). Powerpoint presentations (English and Japanese) are now available for review and download.

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Two new COLLADA open source projects for loading and rendering COLLADA scene and FX files

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The COLLADA RT Loader is a sample that was developed to load COLLADA document scene files, and render them using CG 1.5. It provides scene heirarchy, cameras, animation, and skinning support as well as basic COLLADA_FX rendering with the assistance of the COLLADA_FX lib.

The COLLADA FX Loader project is a sample that was developed to load a basic COLLADA FX document, and to make all of the calls to the Cg / CgGL runtime to create and initialize the materials and effects defined in COLLADA. It also provides an API to apply those effects through calls to set and reset the pass state of an effect.

The sample projects complement the open source COLLADA DOM, an API that provides a C++ object representation of a COLLADA XML instance document.

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Movie demos of COLLADA Physics and interoperability

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Three new streaming Flash videos of demos from GDC 2006 show interoperability of physical simulations using COLLADA 1.4.

  • Ragdoll simulation using Nima PhysX plug-in for Maya
  • Nima PhysX plug-in for Maya with support for COLLADA Physics
  • Exporting rigid body car crash scene from Maya to COLLADA

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OpenMAX IL integration technical whitepapers for Gstreamer, MS Directshow Filters, and Sybiam Media Device Framework

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Three new OpenMAX IL 1.0 technical whitepapers describe:

  • How OpenMAX IL can be used in the Linux GStreamer framework to enable access to multimedia components, including HW acceleration on platforms that provide it.
  • How the Microsoft DirectShow Filter interface may be translated to the OpenMAX IL base profile interface for integration with Windows Mobile Enabled devices with a pull and a push communication model.
  • How OpenMAX IL codecs can be used within the Symbian Media Device Framework to enable access to multimedia acceleration on Symbian OS Devices.

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COLLADA movie demos of game pipeline interoperability using FX Composer 2, Softimage, and 3ds MAX with COLLADA as the glue between the tools

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Three video of demos from GDC 2006 show interoperability of game assets using COLLADA 1.4.

  • Workflows using NVIDIA's FX Composer 2 and common Digital Content Creation (DCC) tools like Maya, connected by the COLLADA interchange format.
  • Game pipeline interoperability using FX Composer 2, Softimage Maya, & Softimage XSI with COLLADA as the glue between the tools.
  • How 3ds Max can be inserted into a COLLADA workflow where FX Composer is used for the illumination and HLSL shaders.
If you were wondering how COLLADA actually facilitates workflows and maintains assets, these video demos will make thing clear. More video demos from GDC to come soon.

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Using non-photorealistic rendering for constrained bandwidth OpenGL ES accelerated mobile mapping applications

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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.

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Torus 3D open source OpenGL ES 3D Engine for BREW

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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).

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Tokyo Mobile Developer University, April 28, 2006 to present overview of OpenKODE

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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)

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Graphics Rendering with OpenGL ES - GDC 2006 presentations

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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.

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Accelerated Flash using Scaleform VGx OpenVG implementation and OpenGL ES-enabled hardware

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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.

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