The Khronos Group
God said let there be light, and there was. Some time passed, and that light came in magical plastic boxes housing large glass tubes. Some geeks decided that these lights should be made to dance at their whim and recorded the relationship between the light and the angle of the surface it hit. More time passed, and the geeks were divided, and bore false witness as to how to make the light dance. There came forth some dudes in sandals (beards were like totally optional) and said “man this sucks” and lo, the true word was recorded in the book of GL.
Time passed. The plastic boxes with the dancing lights shrank and started to communicate with each other. Lo, prophets from the four corners (or at least the West Country, East Anglia, London and Finland) happened upon each other while seeking enlightenment (which is hard to find in the San Jose Convention Center I can tell you) and they bore witness to the idea that developing the dancing lights for these new boxes should not suck either. They sat in union with other prophets and contemplated the essence of the original word. After a bit more than 40 days and 40 nights in the wilderness (alright so it was various windowless meeting rooms and about a year), they saw the purity of the word and recorded the new tome in the book of ES with which they smote the demons of fragmentation. The user saw the birds of anger fly, and as it was good.
Silver Sponsor, Tom & Lorraine
Back in 2001, the company I was working for sent me to SIGGRAPH to learn something about graphics, based on the crazy theory that somebody, someday, might want to do serious graphics on a cell phone. As I wandered around, completely lost, a lady named Elizabeth grabbed me by the sleeve and dragged me into a little presentation booth, where a guy named Neil Trevett was talking about something called "OpenGL ES". If I remember correctly, there were only three people in the audience including myself.
I felt like a fish out of water, but everything Neil said made sense, and he had a very compelling vision of what it would take to make 3D graphics practical on cell phones. In my trip report, I wrote: "We need to track these guys. They have no momentum right now, but if they ever reach critical mass, they're going to take over the world." And for once, I called it right! The following year, after SIGGRAPH 2002, my trip report said "Somebody write a check! We have to join this organization, right now!”
I went to my first OpenGL ES working group meeting the day after SIGGRAPH 2002, when we gathered around a coffee table in Neil Trevett's hotel suite. I haven't missed many meetings since, especially since 2006 when I became chair of the working group. It's been exciting some times, excruciatingly dull at others, and fun, and frustrating; but it has always been educational, and it has always been inspiring to see smart people put aside their differences and work for the good of the industry. Congratulations to OpenGL ES and to Khronos on your first ten years! May the next decade be even better.
3D-Online has been developing 3d graphics software for the web and mobile for nearly 20 years. We began at the dawn of VRML, creating 3D-Online as a purely interactive 3d web site, and developed mobile 3d apps before the iPhone. However, there were many challenging years that lacked optimal technical solutions. Khronos’ provided those solutions through OpenGL ES and WebGL, the most-significant technologies to forward Web and Mobile 3d. 3D-Online is grateful to Khronos for their leadership, fulfilling our passions, making development fun, and creating this great future for interactive 3d.
Bronze Sponsor, DMP
Congratulations on the 10th anniversary of OpenGL ES! As an early member, we at DMP are really proud of our contributions to the Khronos group. DMP was the world’s first company to hold Khronos-authorized OpenGL ES training courses, and has been happy to help spread OpenGL ES to the embedded world. We are also the first and only company to submit OpenGL ES 3.0 CTS in Asia.
Back in 2003, during my first SIGGRAPH, I attended the OpenGL ES BOF. I remember there were many more attendees than seats. At that time, I worked for an SoC manufacturing company and I was a user of OpenGL ES. After a while, I joined DMP, and started attending OpenGL ES working groups and developing OpenGL ES conformant GPU IP cores. It was a precious and exciting experience for me to develop PICA and SMAPH using cutting edge technology like Maestro, resulting in plenty of design wins including Nintendo 3DS. Over these 10 years, our lifestyles have changed dramatically due to "smart," "inspirational," and "smooth" UI technology. OpenGL ES has definitely been a big factor in making embedded devices such an important area today!
Silver Sponsor, Imagination Technologies
Imagination Technologies (www.imgtec.com) creates and licenses market-leading PowerVR graphics processor IP for systems-on-chip (SoC), complemented by an extensive developer-focused portfolio comprised of software, tools and the PowerVR Insider ecosystem. PowerVR GPUs have led the way for the adoption of high-end graphics in mobile and consumer devices by delivering a fully optimized solution that efficiently and fully supports standards like OpenGL ES, while always keeping power consumption at a minimum.
We are one of the founding members of Khronos and continue to work closely with them to make sure our PowerVR GPU IP cores and drivers are optimized to enable the latest OpenGL ES standards across all our graphics families. Through Imagination’s commitment to support a variety of graphics and compute standards from the Khronos Group for current and future generations of the PowerVR GPU IP family, our partners are able to design flexible system architectures and deploy them across a wide range of operating systems and market applications.
Jacobo Rodríguez Villar
Chapter Leader, Parallel Games
I started working with OpenGL when it was still in version 1.1. I’ve completed many projects since then, taking advantage of the real-time features provided to me in all flavors and all platforms: OpenGL, JOGL, OpenGL ES, WebGL, PC, Mobile, Playstation 3...
Khronos tech has been useful to me in all kinds of tasks, ranging from graphics rendering to accelerating digital photogrammetry algorithms, with applications in every device under the sun, including Industrial QA systems and even integral body scanners. All this before the rise of GPGPU languages!
We think that Khronos did a splendid job bringing these real-time technologies to so many devices and operating systems, allowing us to work comfortably in any imaginable environment.
While at Silicon Graphics I found myself responsible for the OpenGL “business”, which mostly meant dealing with contract and trademark issues. Long before there was any working group or proposal to Khronos, we found ourselves talking with Nokia about a mobile graphics standard. They were explaining the pace of change being planned for graphics in phones, and to those of us accustomed to OpenGL and Direct3D and the PC world it just seemed unlikely that the rate of innovation could be sustained for any long period of time. Yet here we are today, 10+ years later, with hundreds of millions of mobile devices delighting customers with their 3D graphics capability. Khronos has kept everything moving and coordinated, so we still have a single standard and not the kind of fragmentation that usually comes with rapid technological change.
Silver Sponsor, Upsample Software
I first started working on OpenGL ES in 2004 while working at ATI in the 3D Application Research Group. ATI had just begun its entry into the 3D handheld GPU market with the IMAGEON 2300 and forthcoming IMAGEON 238x. I led the effort to create the ATI IMAGEON 238x Rooms demo which was designed to showcase the capabilities of OpenGL ES’s 1.1 + Extension Pack. It was one of the most enjoyable projects of my career. We resurrected many of the rendering techniques and code that had been developed for our desktop Rage 128 and Radeon demos such as matrix palette skinning, water refraction, dynamic cubemaps, light bloom, and fixed-function lighting tricks.
By 2006, we were working on our OpenGL ES 2.0 handheld GPU and it was clear that the pace of progression in graphics functionality on handheld was going to quickly catch up to modern desktop GPUs of the era. It was truly amazing to see the level of graphics functionality on programmable GPUs become available in handheld devices so quickly. It has been a great joy to watch what developers have done with OpenGL ES. The content today is exactly what we hoped we would see when working on the early GPUs: gorgeous real-time graphics and immersive experiences on portable devices that we can take with us anywhere. I look forward to seeing what innovations and experiences the next 10 years of OpenGL ES-enabled devices will bring.
It’s been about ten or eleven years since I started to work with OpenGL, and about three years since I got started with OpenGL ES. As a rendering architect, OpenGL and rasterisation have always been one of the most important and interesting things for me, and I like to read about new GL features and think about the possibilities they offer. That is why I was very happy that RTT finally joined Khronos last year, and I got the chance to get involved in the development of next-generation graphic APIs.
It is cool to look back at the rise of OpenGL ES over the years. As a pure visualisation company, RTT and I are very delighted by the state the technology has reached, and by what it makes possible. We were struggling to get our models on mobile devices at first, but achieved more and more success with every new try thanks to the impressive capabilities of today’s OpenGL ES. I am looking forward to the next releases of OpenGL ES and the advances of mobile graphics and rasterisation – especially here in the visualisation world. I get told every year that ray tracing will replace rasterisation in 5 years... maybe someday they’ll be right. Until then, I’ll continue to spend my time on rasterisation.
Happy Anniversary OpenGL ES, and all the best for future releases!
Gold Sponsor, NVIDIA
When IRIS GL grew and evolved into OpenGL, we at 3Dlabs built the GLiNT family of 3D processors for OpenGL on PCs. With just a five letter name, we managed to draw irate legal letters from SGI (GL), Intel (i) AND Microsoft (Windows NT) trademark folks. A pretty good start. When embedded systems started to demand 3D it seemed natural to create a streamlined version of OpenGL. It was too soon for the ARB to develop “Embedded GL” but the ARB community has always encouraged innovation, and so Randi Rost and I took the proposal for a streamlined GL to the fledgling “Khronos” – where the mobile industry then converged to create OpenGL ES.
Looking back, it’s clear that the idea of OpenGL ES was formulated in the right place at the right time. Ed Plowman from ARM, Kari Pulli from Nokia, Tom Olson from TI and Bill Pinnell from Symbian were some of the heavy lifting pioneers who brought the idea of OpenGL ES to the mobile industry. I still break into a sweat when I remember walking out of the pivotal meeting at Symbian in 2002 where the mobile industry voted to work on OpenGL ES together at Khronos, thinking “S**t - OK – now Khronos really has to really deliver.”
Through all its shared experiences, the OpenGL ES community at Khronos has really grown into a family - sometimes dysfunctional - but in the end putting differences aside and coming through for each other and the greater good. Every company works to keep the delicate commercial balance between supporting open standards and developing proprietary technologies. Chairing OpenGL ES from 2002 to 2006 was a roller coaster ride. Look at any photo of me taken during that time and try to see the adrenaline in my eyes. Some fun facts: in those four years we held 168 meetings – that adds up to a solid month of continuous meetings, held across three continents with a total of 199 people attending and contributing, all receiving only intermittent bathroom breaks!
I believe that their sacrifice was worth it. OpenGL ES has been instrumental in making 3D the heart and soul of billions of devices – and has helped make the world a better place along the way.
I’ve always wanted to perform the magic of making things come to life on screen. OpenGL, OpenGL ES and WebGL are now the most widely deployed 3D APIs in the known universe, and are enabling a new generation of platforms to take advantage of that ubiquity. Thanks to everyone who has contributed to Khronos for helping make the magic real.