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

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

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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Intel joins Khronos Group as a Promoter member

Intel has joined the Khronos Group as a Promoter member and will also hold a seat on the Board of Directors to further advance the evolution of open standards that enable the authoring and acceleration of games and media on a wide variety of platforms and devices, such as mobile phones. Also announced in other Khronos news today, new members Emdigo, Feeling Software, Monotype Imaging, RadVision, Reigncomm, Scaleform, Softimage and TAT bring the total number of companies participating in the Khronos Group to over one hundred.

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COLLADA 1.4 officially released including COLLADA FX and COLLADA Physics

The COLLADA 1.4 data digital asset schema is the first cross-platform standard shader and effects definition written in XML and includes core features such as mesh geometry, skinning, morphing, animation and data validation. This new version of the digital asset schema will enable content creation pipelines that can automatically condition and scale 3D geometry and texture assets for real-time playback on a wide diversity of platforms including hand-held devices.

COLLADA FX is the industry's first cross-platform standard for defining visual effects that targets both high-end systems such as gaming consoles as well as embedded and hand-held systems. Effects may be authored to support many different profiles which may include the use of the OpenGL Shading Language, NVIDIA's Cg shading language, or OpenGL ES 1.1 state setting and texture combiners.

COLLADA Physics is the industry's first open standard data definition for physics effects including rigid body dynamics, rag dolls, constraints and collision volumes enabling data interchange between AGEIA (Novodex), Havok, Meqon, ODE and other game physics middle-ware.

Khronos and members of the COLLADA working group are developing open source example code for COLLADA and will release a COLLADA conformance test suite during 2006. There are already COLLADA 1.4 exporters for leading tools such as 3DStudio, Maya, Blender, SOFTIMAGE, and Lightwave.

New members Emdigo, Feeling Software and Softimage have joined Khronos in order to develop the COLLADA standard and integrate it with other Khronos APIs.

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New members Monotype Imaging, Scaleform, & TAT join to develop OpenVG; Hardware accelerated demos at GDC

OpenVG enables hardware acceleration of libraries such as such as Flash and SVG, enabling high-quality, anti-aliased, scalable 2D vector graphics on embedded and handheld devices with highly interactive performance and low levels of power consumption. The OpenVG standard has been designed to seamlessly interoperate with OpenGL ES 3D graphics; creating a high-performance, fully integrated 2D and 3D embedded graphics acceleration environment. New Khronos members Monotype Imaging, Scaleform, & TAT have joined to participate in ongoing development of the OpenVG API. At GDC there are demonstrations of hardware accelerated OpenVG from Bitboys, Hybrid Graphics, Scaleform, and PowerVR, as well as software implementations from HUONE and Ikivo

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SOFTIMAGE|XSIv 5.1 adds COLLADA 1.4 import and export as well as support for shaders using COLLADA FX

SOFTIMAGE|XSI v.5.1 now includes COLLADA 1.4 support. COLLADA 1.4 is a standards-based interchange medium that enables 3D authoring applications to freely exchange digital assets - enabling multiple software packages to be combined into extremely powerful pipelines. The new v5.1 also supports COLLADA FX for real-time shader support

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Nvidia to acquire Hybrid Graphics to enable OpenGL ES & OpenVG for all segments of mobile devices

NVIDIA, a worldwide leader in programmable graphics processor technologies announced that it will acquire Hybrid Graphics Ltd., a leading developer of embedded 2D and 3D graphics software for handheld devices. This acquisition will enable the customers of both companies to deploy compelling OpenGL ES and OpenVG graphics solutions for the entire worldwide handheld market.

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

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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PowerVR MBX enabled OpenGL-ES 1.1 and OpenVG demos at GDC Booth 1632

Imagination Technologies will be showing a host of OepnGL ES demonstrations at GDC in San Jose, CA, March 22nd-24th 2006. Demonstrations include:

  • Scaleform VGx technology enabling accelerated Flash content
  • Accelerated OpenVG User Interface, navigation, SVG and gaming content
  • "Vijay Singh Pro Golf 2005" from Gameloft on Sony Ericsson P990
  • "Bling my Ride" the latest racing game from Bling Games by Lagardere Active on TI OMAP2420
  • "Whiptail Mobile Engine" from Barking Lizards on TI OMAP2420
  • "3DMarkMobile06" from Futuremark on Freescale iMX31 Development System
  • "Virtual Pompeii" from SpinVector on Dell Axim X50v / X51v
  • The Code Monkeys’ extreme sport game "Jump" on Dell Axim X50v / X51v
  • Pulse Interactive’s "QuakeMobile" and Expansion Packs on Dell Axim X50v / X51v
  • "Tony Hawk's Pro Skater 2 Pocket PC Edition" from Aspyr Media on Dell Axim X50v / X51v
  • The latest 3D games content on SKTeletech IM-8300
  • HI Corporation's JAVA 3D content inc. "Everybody’s Golf" on FOMA 902 phones
  • PowerVR demos on Renesas SH-Mobile3 Development System

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Graphics Rendering with OpenGL ES - Full day session Mar 21 at GDC

Brought to you with the collaboration of the industry's leading OpenGL ES hardware and software vendors, this day-long tutorial on March 21st, provides an in-depth look at the latest technologies in OpenGL ES and how they can be applied to cutting-edge game graphics. The tutorial includes detailed descriptions of the latest features of OpenGL ES 2.0 and the latest extensions, followed by several case-studies of rendering effects that are enabled by these features. The tutorial also focuses on optimizing shaders and applications for maximum interactive performance. Special attention will be given to the unique performance and design requirements of embedded applications.

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