OpenGL 2.1 Specification Publicly Released

Increases power and flexibility of OpenGL’s programmable graphics pipeline;  Growing range of OpenGL development tools available;  gDEBugger Academic Program with Graphic Remedy provides free OpenGL debug tools to all academic users

2nd Wednesday, 2006 - SIGGRAPH, Boston, Massachusetts - The Khronos™ Group is pleased to announce that the OpenGL® 2.1 Specification has been approved by the OpenGL ARB (Architecture Review Board) and publicly released today. Originally introduced in 1992, OpenGL is the industry’s most widely used and supported cross-platform 3D and 2D graphics API.  OpenGL 2.1 adds backwards compatible enhancements to OpenGL’s advanced programmable pipeline including: Pixel Buffer Objects for fast texture and pixel copies between frame buffer and buffer objects in GPU memory; texture images specified in standard sRGB color space for enhanced application color management flexibility; and numerous additions to increase the flexibility of shader programming including non-square matrix support, support for arrays as first-class objects, a fragment position query in shaders using Point Sprites and an invariant attribute for variables to enhance shader code reliability.  The OpenGL 2.1 specification may be downloaded at http://www.opengl.org/documentation/specs/.

OpenGL 2.1 maintains OpenGL’s consistent backwards compatibility to ensure that any application that has been coded to use any previous version of OpenGL will continue to run on an OpenGL 2.1 implementation.  The OpenGL ARB is also developing an OpenGL 2.1 SDK complete with reference documentation, sample code, tutorials, tools and utilities for release in 2006.

Following the transition of control of the OpenGL standard to the Khronos Group that was announced yesterday, Khronos will also ratify the OpenGL 2.1 specification and continue to drive the evolution of OpenGL and the ecosystem of OpenGL tools and developers, including continued support for www.opengl.org - with enhanced industry participation and strong synergy with other Khronos standards.

Graphic Remedy Academic Program
Through a program sponsored by the OpenGL ARB, Graphic Remedy will offer a free one year license to its gDEBugger tool.  The Graphic Remedy Academic program will run for one year, during which time any OpenGL developer who is able to confirm they are in academia will receive an Academic gDEBugger License from Graphic Remedy at no cost. This license will be valid for one year and will include all gDEBugger software updates as they became available.  Academic licensees may also optionally decide to purchase a support contract for the software at the reduced rates of $45 or $950 for an Academic institute for the whole year.  For more Information please go to http://academic.gremedy.com

gDEBugger is a powerful OpenGL and OpenGL ES debugger and profiler to deliver one of the most intuitive OpenGL development toolkits available for graphics application developers. gDEBugger saves developer’s precious debugging time and boosts application performance by tracing application activity on top of OpenGL to provide the needed information to find bugs and to optimize application rendering performance – for more information visit www.gremedy.com


Khronos at SIGGRAPH 2006, Boston, August 2nd to August 4th 2006
Members of the press and industry are invited to visit the Khronos Booth #611 to see demonstrations by Khronos Group members and to attend any Khronos-sponsored events:

  • Tech Talk: OpenGL ES, OpenVG & OpenKODE - Wednesday 2nd August 10AM-3:30PM, Room 206A
  • OpenGL BOF - Wednesday 2nd August 4-6PM Room 206A
  • COLLADA BOF & Social Event - Wednesday 2nd August 6-8PM Room 206A
  • OpenGL ES BOF - Thursday 3rd August 10AM-12PM Room 251
  • Tech Talk: COLLADA - Thursday 3rd August 12-2PM Room 251
  • More details at http://www.khronos.org/news/events/detail/siggraph_2006


About OpenGL
The OpenGL graphics system specification allows developers to incorporate a broad set of rendering, texture mapping, special effects and other powerful visualization functions and provides a graphics pipeline that allows unfettered access to graphics hardware acceleration. Since its introduction by SGI in 1992, the OpenGL standard has become the industry’s most widely used and supported 3D and 2D graphics API. The OpenGL API is supported on all major computer platforms, including AIX®, HP-UX®, IRIX®, Linux®, Mac® OS X, Microsoft® Windows® 2000 and Windows® XP and Solaris™. With broad industry support, the OpenGL API is the vendor-neutral, graphics standard that enables 3D graphics on multiple platforms ranging from cell-phones to supercomputers. OpenGL’s It’s consistent backwards compatibility has created a stable foundation for sophisticated graphics on a wide variety of operating systems for over 10 years. The OpenGL specification is constantly evolving state-of-the-art functionality to efficiently support a wide array of applications from consumer games to professional design applications.

About Khronos
The Khronos Group is a member-funded industry consortium focused on the creation of open standards such as OpenKODE™, OpenGL® ES, OpenMAX™, OpenVG™, OpenSL ES™, OpenML™ and COLLADA™ to enable the authoring and acceleration of dynamic media on a wide variety of platforms and devices. All Khronos members are able to contribute to the development of Khronos specifications, are empowered to vote at various stages before public deployment, and are able to accelerate the delivery of their cutting-edge media platforms and applications through early access to specification drafts and conformance tests. . Please go to www.khronos.org for more information.

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Khronos, OpenKODE, OpenVG, OpenMAX and OpenSL ES are trademarks of the Khronos Group Inc. COLLADA is a trademark of Sony Computer Entertainment Inc. used by permission by Khronos. OpenGL and OpenML are registered trademarks and the OpenGL ES logo is a trademark of Silicon Graphics Inc. used by permission by Khronos. All other product names, trademarks, and/or company names are used solely for identification and belong to their respective owners.

Khronos Group Standards Support Hundreds of Developer 3D content creation tools, applications and middleware

OpenGL, OpenGL ES and COLLADA enable 1000’s of new games, applications and devices

1st August 2006– SIGGRAPH, Boston, Massachusetts– The Khronos™ Group is pleased to announce that technologies such as COLLADA, OpenGL and OpenGL ES enable exciting new games, graphical applications and devices that are becoming an integral part of consumers’ everyday life.

Khronos is an open consortium committed to developing royalty-free standards for mobile and embedded markets, including the new OpenKODE initiative to create a coherent development and deployment platform to enable portable, high-performance games and media applications for mobile handsets. Khronos has extensive membership from all aspects of the mobile industry including carriers, handset OEMs, middleware vendors, games developers and CPU and graphics silicon providers.  Further details about joining Khronos for any interested company may be found at: http://www.khronos.org/members/.


“The fact of the matter is: standards are merely an academic exercise until somebody actually uses them,” said Kathleen Maher, senior editor of Tech Watch, published by Jon Peddie Research.  “Khronos brings together the key components for graphics, games, and multimedia; and enables developers to put them together in a way that provides hardware acceleration as well as portability and collaboration.  The end result:  products are now being shipped, running on Khronos APIs.”

“Advanced media applications drive enhanced revenue by raising the value of professional workstations, personal computers, laptops and handsets; enabling higher games revenue, driving network data service usage, and increased sales of hardware, Said Neil Trevett VP NVIDA, President of the Khronos Group and Chairman of the OpenKODE Workgroup. “The work being done every day in the Khronos group reduces disruptive platform variability, enabling software developers to create many different variants of each application, lowering costs, and increasing the widespread availability of advanced content.

As part of its commitment to the Development community, Khronos is offering a number of technical and networking session at Siggraph. Interested developers are invited to come by the Khronos Booth #611 at SIGGRAPH conference to see dozens of demos of the latest developer tools and royalty free standards developed by the Khronos Group.”  ADD SIG INFO HERE

OPENGL ES TOOLS

Futuremark?
Hybrid?
HI Caorp?

This is great - and we already have something in place for this and have just been waiting for content from members - http://www.khronos.org/consumers/submit


Great OpenGL ES demo:
http://www.futuremark.com/companyinfo/pressroom/productpictures/dmpmikage/
http://www.futuremark.com/companyinfo/pressroom/pressreleases/49357/

(tools?) “DMP’s active involvement in the Open GL ES development is the key ingredient in driving the open standard API adaptation into the embedded industry, especially in Japan. Said Neil Trevett, President of the Khronos group. “We are proud DMP has developed PICA graphics IP which has proven the innovative Open GL ES implementation can enable seamless extension of the acceleration and expands the horizon of Open GL ES further into applications such as amusement and automotive”

OpenGL Developer Tools
An increasing number of OpenGL-related tools are being made available to the industry including Apple’s OpenGL Profiler and Driver Monitor which is free to developers and support Macintosh OS X – more information at http://developer.apple.com/graphicsimaging/opengl/opengl_serious.html.

NVIDIA’s NVPerfKit 2.0 includes NVPerfSDK allows to access performance counters from OpenGL applications and GLExpert to performance analyze and debug OpenGL applications.



OpenGL and OpenGL ES Tools: 

gDEBugger V2.5 adds first public beta of gDEBugger ES –

“Graphic Remedy, the makers of gDEBugger and gDEBugger ES, specializes in software applications for the 3D graphics market, specifically tools for 3D graphics developers.  The company’s mission is to design innovative tools that make 3D graphics programming faster and easier, to save programmers time and money, and to improve graphics application performance and reliability.  The company is a Contributor member in the OpenGL ARB and in the Khronos Group.”
gDEBugger is a powerful OpenGL debugger and profiler that traces application activity on top of the OpenGL API so you can find bugs and optimize application rendering performance. The new v2.5 contains the first publci bDEBugger ES beta version and brings all of gDEBugger’s debugging and profiling abilities to the OpenGL ES developer’s world. In addition gDEBugger ES acts as an emulator for OpenGL ES when working on Windows PC while using its own OpenGL ES implementation. gDEBugger is available as a 30-day free trial. To test the OpenGL ES debugger, follow the steps at http://www.gremedy.com/gDEBuggerES_setup.php).

gDEBugger – a Professional OpenGL Debugger and Profiler

Come to the session and the booth to check out “gDEBugger: An OpenGL and OpenGL ES debugging and profiling tool from Graphic Remedy”

Provides graphic pipeline information needed to find bugs and to optimize application performance:
- Shortens debugging and profiling time
- Improves application quality
- Optimizes application performance
gDEBugger has become an important tool when resolving OpenGL issues with our developers. By allowing us to communicate the exact GL calls that are incorrect, we can clearly demonstrate situations where rendering artifacts are caused by an application error. This resulted in saving a lot of time assisting the developer in fixing their application.”  Sébastien Dominé, Manager of Developer Technology Tools, NVIDIA
Gelato performance improved after the first pass through gDEBugger. The Gelato team uses gDEBugger daily to visually debug complex GPGPU algorithms.”  Daniel Wexler, Gelato Developer, NVIDIA Digital Film Group
“gDEBugger has given us an easy and quick way of debugging the rendering pipeline. Within 20 minutes of using the product I was able to identify 3 rendering bottlenecks, and one OpenGL error. In the past, two of these errors would have gone unnoticed (Probably indefinitely). Another nice feature is the texture logging. When using multi pass rendering to render to a texture, it becomes easy to see the exact rendered output of that pass. gDEBugger is a great tool, and I’ll recommend it to anyone Using OpenGL. It’s a Must Have.”  Maarten “McClaw” Kronberger, Sulaco,  emperion-empire


Academic Program – Developer Tool

Free gDEBugger License for Academic users!

The new OpenGL ARB and Graphic Remedy Academic Program allows for License of the full feature version for one year, iIncludes all software updates, and a limited number of free licenses are available for non-commercial developers who are not in academia.  More details: http://academic.gremedy.com

Stimulating demand is always a good thing…  Anyone trying to get a non-academic non-commerical license will have to jump through hoops to get a license from this special pool, and will have to satisfy some (as yet unnamed?) ARB member that they are indeed non-commercial.  If commercial developers are really so devious and desperate to fool us into giving them one, then hey, let them get addicted to it so that when their license expires, they have no choice but to pay for one in the future.  Producing gDEBugger addicts is what this whole program is about.  J
 
Some day I’d like to see gDEBugger get versioned to address professional and academic markets individually, thereby attracting new users through free academic (but somewhat crippled) versions.  Some crucial convenience features would go into the professional version, so those with the $$ will gladly pay.  Lots of ways to arbitrarily draw lines between versions.  Then the financial crutch provided by the ARB would no longer be needed.  Something to keep in mind, as it would avoid needing gatekeepers to keep developers honest.
 
-Benjamin - ATI
COLLADA TOOLS
For an in-depth lo at the Tools offered by Collada – see other release out today
All the big-name tools support COLLADA: Google Earth, Sketchup, Maya 7, Feeling Viewer, DazStudio, 3dsMax, XSI
Houdini, FX Composer, Collada Test Framework, COLLADA DOM/FX/RT/Refinery, Blender
OLD QUOTE “This new version of COLLADA is accelerating industry adoption and there are already COLLADA 1.4 exporters for leading tools such as 3DStudio, Maya, Blender and Lightwave,” said Neil Trevett, president of the Khronos Group, chairman of the OpenGL ES Working Group and vice president of embedded content at NVIDIA.  “Tools such as NVIDIA’s FX Composer 2.0 and gaming engines ranging from the Unreal Engine and Agent FX; to open source software such as Blender and OGRE are incorporating support for COLLADA – making COLLADA not just a specification but a genuine force in the industry to encourage and enable the creation of great gaming content.”


COLLADA supported in most popular 3D content creation tools
The COLLADA 1.4 schema is already supported in many popular 3D content creation applications. COLLADA 1.4 includes core features such as mesh geometry, skinning, morphing, animation and data validation as well as COLLADA FX for defining visual effects and COLLADA Physics for physics effects including rigid body dynamics, rag dolls, constraints and collision volumes.

SOFTIMAGE|XSI v.5.1 (http://www.softimage.com/products/xsi/) is advanced animated character production software for game titles. The built-in COLLADA exporter and importer in XSI allow you to exchange 3D data with any digital content creation tool that supports COLLADA 1.4 including support for COLLADA FX shaders.

Maya using the free ColladaMaya plug-in (http://www.feelingsoftware.com/content/view/55/72/lang,en/) Maya is an integrated 3D modeling, animation, effects and rendering solution used by film and video artists, game developers, and visualization professionals.. The open source COLLADA plug-in for Maya supports importing/exporting Maya scenes using COLLADA 1.4.

3ds Max using the free ColladaMax plug-in (http://www.feelingsoftware.com/content/view/65/79/lang,en/) 3ds Max is a leading application for 3D animation for game development, design visualization, visual effects, and education. The open source COLLADA importer and exporter plug-in for 3ds Max supports all COLLADA 1.4 core features (e.g. animation and skinning) and a subset of ColladaFX.

Blender using the free ColladaBlender plug-in (http://colladablender.illusoft.com/) Blender is a popular open source software for 3D modeling, animation, rendering, post-production, interactive creation and playback.. This COLLADA plugin for blender is a script to import from and export to the Collada 1.4 format.

Sketchup 5 (beta) (http://sketchup.google.com/) Sketchup is an asy-to-learn 3D modeling program whose few simple tools enable you to create 3D models with details and textures

FX Composer 2 (beta) (http://developer.nvidia.com/object/fx_composer_home.html) FX Composer 2 provides a state-of-the-art integrated development environment for shader authoring in Cg and HLSL through COLLADA FX. Currently available only to PLAYSTATION 3 developers.

Houdini 8.1 (beta) (http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=5729) Houdini is a family of advanced 3D animation and special effects software for use in film. The new v8.1 adds COLLADA import.

COLLADA supported in most popular 3D applications and middleware

Google Earth 4 (beta) (http://earth.google.com) Google Earth offers a virtual globe of the planet which users can populate with maps, overlays, and 3D models. The new v4 supports import of textured COLLADA 3D models.

Unreal Engine 3 (http://www.unrealtechnology.com) Unreal Engine 3 is a complete game development framework for next-generation consoles and DirectX9-equipped PC’s, providing the vast array of core technologies, content creation tools, and support infrastructure required by top game developers. It is using COLLADA to transport content between all the DCC tools to the game engine tools.

 


About Khronos
The Khronos Group is a member-funded industry consortium focused on the creation of open standards such as OpenKODE™, OpenGL® ES, OpenMAX™, OpenVG™, OpenSL ES™, OpenML™ and COLLADA™ to enable the authoring and acceleration of dynamic media on a wide variety of platforms and devices.  All Khronos members are able to contribute to the development of Khronos specifications, are empowered to vote at various stages before public deployment, and are able to accelerate the delivery of their cutting-edge media platforms and applications through early access to specification drafts and conformance tests.  Please go to www.khronos.org for more information.

 

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Khronos, OpenKODE, OpenVG, OpenMAX and OpenSL ES are trademarks of the Khronos Group Inc. COLLADA is a trademark of Sony Computer Entertainment Inc. used by permission by Khronos. OpenGL and OpenML are registered trademarks and the OpenGL ES logo is a trademark of Silicon Graphics Inc. used by permission by Khronos. All other product names, trademarks, and/or company names are used solely for identification and belong to their respective owners.

COLLADA gains momentum

COLLADA gains fast traction with new members, developer support and first book

1st August, 2006 - SIGGRAPH, Boston, Massachusetts - The Khronos™ Group is pleased to announce the rapid industry acceptance of COLLADA, open standard XML-based digital asset exchange schema for interactive 3D applications. Originally targeted for exchange of content in a game environment, COLLADA can be effectively applied in nearly any area of 3D content creation. The addition of shading effects and physics to COLLADA 1.4 in March 2006 has enabled thousands of game artists and developers to create and use hundreds of COLLADA-based tools to author and process their next-generation game assets. COLLADA 1.4 includes core features such as mesh geometry, skinning, morphing, animation and data validation as well as COLLADA FX for defining visual effects and COLLADA Physics for physics effects including rigid body dynamics, rag dolls, constraints and collision volumes. The COLLADA specification, documentation, and sample code is available on the Khronos.org website at http://www.khronos.org/collada.

“We have been pleasantly surprised to find how fast game developers picking up and working with COLLADA as soon as we made it available for download,” said Mark Barnes, chairman of the COLLADA work group. “COLLADA has been available for just one year as an open standard, and every major software tool already supports COLLADA and it is being used in the development of literally thousands of games.” 

Widespread 3D Authoring Tools Support
COLLADA 1.4 is now supported by the industry’s leading 3D authoring tools including 3ds Max, Blender, DAZ|Studio, Feeling Viewer, FX Composer, Google Earth, Houdini, Maya, Sketchup, and XSI as well as Khronos’ COLLADA Test Framework, COLLADA DOM/FX/RT/Refinery.

DAZ Productions Inc., is a new Khronos member and a leading developer of professional quality 3D models and software, has announced the immediate release of their COLLADA exporter. Users of DAZ|Studio software can now export digital content into the COLLADA file format for use within any other COLLADA developer tool. Both DAZ|Studio and the COLLADA exporter are available at no charge on the DAZ3D.com website.

“DAZ is moving with the momentum of the industry and has just joined Khronos to help evolve the COLLADA standard - we are fortunate to be among such luminaries in the 3D world,” said Dan Farr, president of DAZ Productions. “We’re also very excited about the prospect of game developers now being able to more readily take advantage of our rich library of 3D content - COLLADA is fulfilling its promise of enabling a thriving tools and content ecosystem that can benefit tools vendors and content developer alike.”

Google Earth adds COLLADA Support>
Google Earth offers a virtual globe of the planet which users can populate with maps, overlays, and 3D models. The new Google Earth v4 supports import of COLLADA through KML v2.1 to enable users to import COLLADA models such as buildings, monuments, and statues with full support for textures and increased performance through level of detailing for both place marks and high-resolution imagery.

Feeling Software announces COLLADA Viewer
The Feeling Viewer from Feeling Software now supports all the features available in the COLLADA 3D file format including advanced shading effects, complex animations (e.g. skinning and morphing) and physics. The underlying C++ engine is extensible and has been integrated in several third party applications. A free windows version download is available at http://www.feelingsoftware.com/content/view/40/66/lang/en/.

Unreal Engine supports COLLADA
Unreal Engine 3 is a complete game development framework for next-generation consoles and gaming PC’s, providing the vast array of core technologies, content creation tools, and support infrastructure required by top game developers. It is using COLLADA to transport content between all the DCC tools to the game engine tools. More information at http://www.unrealtechnology.com.

First COLLADA Book
During SIGGRAPH 2006, AK Peters will be releasing the first book about COLLADA: “COLLADA: Sailing the Gulf of 3D Digital Content Creation.” This book explains in detail how to use the COLLADA technology in a project utilizing 3D assets, and ultimately how to create an effective content creation pipeline for the most complex development. It was created as a guide to the COLLADA 1.4 specification with the goal of providing readers with all the information that will help them understand the concepts, learn how the technology is already implemented by various tools, and provide guidance for using COLLADA in their applications.

“This book makes available the results of a joint industry effort, spearheaded by Sony Computer Entertainment, Inc., to create a standard for digital asset exchange that enables Playstation® 3 to bring more realistic content to life and into the home like never before.”
Ken Kutaragi, President and CEO Sony Computer Entertainment

COLLADA at SIGGRAPH 2006, Boston, July 31st to August 4th 2006
Any members of the press and industry are invited to visit the Khronos Booth #611 to see demonstrations by Khronos Group members and to attend any Khronos-sponsored events:

  • Tech Talk: OpenGL ES, OpenVG & OpenKODE - Wednesday 2nd August 10AM-3:30PM, Room 206A
  • OpenGL BOF - Wednesday 2nd August 4-6PM Room 206A
  • COLLADA BOF & Social Event - Wednesday 2nd August 6-8PM Room 206A
  • OpenGL ES BOF - Thursday 3rd August 10AM-12PM Room 251
  • Tech Talk: COLLADA - Thursday 3rd August 12-2PM Room 251

More details at http://www.khronos.org/news/events/detail/siggraph_2006

About Khronos
The Khronos Group is a member-funded industry consortium focused on the creation of open standards such as OpenKODE™, OpenGL® ES, OpenMAX™, OpenVG™, OpenSL ES™, OpenML™ and COLLADA™ to enable the authoring and acceleration of dynamic media on a wide variety of platforms and devices. All Khronos members are able to contribute to the development of Khronos specifications, are empowered to vote at various stages before public deployment, and are able to accelerate the delivery of their cutting-edge media platforms and applications through early access to specification drafts and conformance tests. . Please go to www.khronos.org for more information.

###

Khronos, OpenKODE, OpenVG, OpenMAX and OpenSL ES are trademarks of the Khronos Group Inc. COLLADA is a trademark of Sony Computer Entertainment Inc. used by permission by Khronos. OpenGL and OpenML are registered trademarks and the OpenGL ES logo is a trademark of Silicon Graphics Inc. used by permission by Khronos. All other product names, trademarks, and/or company names are used solely for identification and belong to their respective owners.

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