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COLLADA 1.4.1 updated release notes in Japanese

Updated release notes in Japanese for COLLADA 1.4.1 are now available (Release Notes Revision A). These notes offer corrections and additions to the earlier release notes, and are all indicated by colored shading.

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Futuremark releases VGMark07 OpenVG benchmark

This new VGMark07 benchmark will provide vector graphics performance data for handset manufacturers, ODMs, semiconductor companies and network operators. It is the first product that will enable the handheld industry and media to make objective and accurate cross platform performance comparisons of OpenVG 1.0 API enabled hardware and software solutions. Application tests such as user interface navigation and map based navigation provide performance comparisons of a broad array of OpenVG features. VGMark07 is targeted for devices that are fully compliant with the OpenVG 1.0 API specification and which pass all Open VG conformance tests.

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Imagination Technologies shows PowerVR SGX graphics core running OpenGL 2.0 under Windows XP and Linux at CES

Sample silicon from Imagination Technologies of its PowerVR SGX graphics core will be shown running OpenGL 2.0 under Windows XP and OpenGL ES 2.0 under Linux at CES 2007. Demonstrations will include a shader browser showing a variety of advanced shader effects and Quake III running on Windows XP. Other demos created by Imagination’s developer technology group show advanced features including: anisotropic lighting, bumpmapping, cell shading, Gooch shading, Fresnel reflections, iridescence, lightmaps, perturbed UVs, recursive render to texture, stencil buffer, procedural texturing (wood, marble, bricks), procedural deformations and morphing.

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Mobile Media Developer podcast #5 - OpenGL ES 1.1 Performance Coding videocast

Episode #5 in the Khronos Mobile Media Developer podcast series, produced by NVIDIA, discusses performance coding techniques for graphics processing on handheld devices that maximize 3D graphics performance for C++ applications coded using OpenGL ES 1.1. It's fast-paced, and visually compelling, presenting tips on matrix management, vertex lighting, visibility determination, and how to generate convincing volumetric explosions. It brings all the tips together by showing a 64-spaceship battle scene with dynamic lighting and explosions running at 30 fps on a mobile phone.

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logi3D scalable OpenGL ES-based 3D hardware accelerator for automotive applications

At CES, Xilinx demonstrated the logi3D, the automotive industry’s first 3D hardware accelerator IP core targeted specifically for its automotive line of XA FPGAs. The logi3D IP core for the OpenGL ES API provides Tier One automotive electronic suppliers with a parameterizable and scalable solution, allowing flexibility for customized graphics applications based on specific OEM customer requirements. The single screen solution is comprised of a 3D hardware acceleration IP core using OpenGL ES, a Xilinx MicroBlaze processor and display controller, all running on a Xilinx automotive qualified Spartan-3 XA device. Overlay, texturing, shading, and many other features of the core can be customized quickly and efficiently.

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JBenchmark 239 OpenGL ES benchmark for Java ME

JBenchmark 239 is a 3D performance benchmark suite for Java Binding for the OpenGL ES API (JSR 239) compatible devices. The new benchmark not only measures Java based OpenGL ES 1.0 and 1.1 application performance, but also lets direct comparison to native OpenGL ES and Java Mobile 3D Graphics (JSR 184) results. As the high performance mobile engines all use OpenGL ES for underlying rendering, these measurements will also help finding bottlenecks in current Java implementations.

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DoomGLES v0.4b for Window Mobile 5 Pocket PC

DoomGLES is an OpenGL ES port of Doom for Windows Mobile 5 Pocket PC with an intel 2700g chip (Dell Axim x50v & x51v). It supports bilinear filtering with mipmapping, coronas on light soruces, multitextured lights and MD2 format. The latest v0.4 improves MD2 rendering, and adds WiFi intrastructure for networking.

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Review of “COLLADA: Sailing the Gulf of 3D Digital Content Creation” on Slashdot

Tony Parisi one of the co-creators of VRML, reviews "COLLADA: Sailing the Gulf of 3D Digital Content Creation". Quoting from the review: "...the laser-focus of the COLLADA design team seems to have paid off: the industry now has a common exchange format for game assets, and there is hope yet for developers who would rather spend their time building games than building tools to make games. This clarity of focus on the design comes through in the book as well. ... A detailed and lucid book that explains COLLADA from concept through implementation. If you are a programmer with a reasonable understanding of 3D graphics programming and/or authoring using 3D scene graphs, you will be able to learn the basics of COLLADA. If you are an experienced 3D toolmaker, COLLADA contains everything you need to get up and running to build your game, game engine or content pipeline tool. If you are a manager or decision maker, you get the added comfort of knowing that — finally — you just might be able to write that tool once and not over and over again."

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COLLADA 1.4.1 updated release notes

Updated release notes for COLLADA 1.4.1 are now available (Release Notes Revision A). These notes offer corrections and additions to the earlier release notes, and are all indicated by colored shading.

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Sun Java Wireless Toolkit 2.5 for CLDC, Beta 2 adds support for Java Bindings for OpenGL ES

The Sun Java Wireless Toolkit is a set of tools for creating Java applications that run on devices compliant with the Java Technology for the Wireless Industry specification. It consists of build tools, utilities, and a device emulator. The latest Beta 2 release adds support for the Mobile Service Architecture (JSR 248), admvance multimedia supplement, internationalization, and Java Bindings for the OpenGL ES API (JSR 239).

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