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.

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