Android tagged news

After having gone through a management buyout just three months ago, the newly formed Basemark has introduced a suite of mobile benchmarks for iOS, OpenGL ES 3.1, and Metal. That’s impressive in of and by itself, but even more so because now for the first time a comparative test suite can be run across OSs with the same workloads and profile.

The PowerVR Imaging Framework for Android comprises a set of extensions to the OpenCL and EGL Application Programming Interfaces (APIs) that enable efficient interoperability of software running on PowerVR GPUs with other components such as a CPU, ISP and VDE. These extensions enable the construction of shared memory allocations and software pipelines across multiple hardware components with no redundant memory copies (termed zero-copy). The framework is integrated at the library layer of the Android software stack, enabling efficient interoperability between APIs such as OpenCL, OpenGL ES and emerging APIs such as OpenVX.

The Khronos Group announced significantly expanded scope and momentum for its family of open standard 3D graphics APIs. Vulkan™, the new generation API for high-efficiency access to graphics and compute on modern GPUs, is on track for implementation and specifications later this year. It has received support from Android, SteamOS, Tizen, and multiple Linux distributions, including Ubuntu and Red Hat.  The new OpenGL® ES 3.2 specification absorbs AEP (Android Extension Pack) functionality to enhance pervasive graphics capabilities across mobile, consumer, and automotive devices.  A set of OpenGL extensions will also expose the very latest capabilities of desktop hardware.

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In order to address some of the sources of CPU overhead and provide developers with more explicit control over rendering, we’ve been working to bring a new 3D rendering API, Vulkan™, to Android. Like OpenGL™ ES, Vulkan is an open standard for 3D graphics and rendering maintained by Khronos. We’ll be working hard to help create, test, and ship Vulkan, but at the same time, we’re also going to contribute to and support OpenGL ES. As a developer, you’ll be able to choose which API is right for you: the simplicity of OpenGL ES, or the explicit control of Vulkan. We’re committed to providing an excellent developer experience, no matter which API you choose. Vulkan is still under development, but you’ll be able to find specifications, tests, and tools once they are released online.

OpenGL ES 3.0 Cookbook with 90+ recipesOpenGL ES 3.0 Cookbook by Parminder Singh is a fresh book on real time rendering with OpenGL ES 3.0. This book covers a lot of ground, from basic concepts of modern 3D graphics to advanced, real-time rendering techniques using OpenGL ES 3.0. If you are new to OpenGL ES or have some experience in 3D graphics, then this book will be extremely helpful in raising your level from a novice to professional. All the recipes in this book are implemented using C/C++ language and interfaced with Android and iOS embedded platforms.

OpenVX 1.0.1 specification announcedThe Khronos Group today announced the ratification and public release of the OpenVX™ 1.0.1 specification, a maintenance update to the open, royalty-free standard for cross platform acceleration of computer vision applications. OpenVX 1.0.1 integrates bug fixes and clarifications resulting from feedback from working group members and the wider industry implementing and using the specification. OpenVX enables performance and power-optimized computer vision processing, especially important in embedded and real-time uses cases such as face, body and gesture tracking, smart video surveillance, advanced driver assistance systems (ADAS), object and scene reconstruction, augmented reality, visual inspection, robotics and more. In addition to the OpenVX conformance tests and Adopters Program launched in late 2014, Khronos is now shipping an open source, fully-conformant CPU-based implementation of OpenVX 1.0 that runs on Linux, Android or Windows. The full OpenVX 1.0.1 specification and details about the sample implementation are available at www.khronos.org/openvx.

The Intel GPA now includes an expanded Frame Analyzer for OpenGL ES that includes performance optimization functionality. Developers can also run the System Analyzer and Platform Analyzer applications to analyze Android targets (Intel or ARM architecture) running OpenGL ES v1.0-3.1 from Windows 7/ 8.1 hosts as well as from Apple OS X 10.7, 10.8 or Ubuntu 12.04 or 14.04 host systems.

If you’re interested in WebGL development, then you might enjoy My forays into JavaScript by Stavros Papadopoulos. A white paper, WebGL GUI library, and terrain rendering engine all rolled into one. The GUI toolkit is desktop and Android inspired, but it’s rendered with WebGL. There’s a live demo that loads chunks of terrain data as you fly around – the terrain is rendered offline by a Delphi program.

Rightware launched Basemark ES 3.0, a new benchmarking software that enables professional and objective performance comparisons of mobile devices that feature the new OpenGL ES 3.0 graphics API. This API can be found in the latest popular Android and iOS smartphones and tablets and it enables unprecedented graphical fidelity in graphically rich apps such as games and navigation.

The refreshed Venue range of Android tablets from Dell is based on Intel Atom processors that run Android 4.4 KitKat. The Atom Z3460/Z3480 SoCs are 64-bit apps processors that include a dual-core CPU based on the Silvermont architecture and a quad-cluster PowerVR G6400 GPU capable of OpenGL ES 3.1, OpenCL 1.2 and RenderScript. In the past OpenCL had only been available on developer boards but the Venue 8 tablet is the first consumer device to come with both OpenCL and RenderScript working out of the box. We’ve loaded our OpenCL Camera Adjustment image processing demo to offer readers a quick comparison in performance. When running on our PowerVR G6400 GPU, the image processing demo averages around 74 fps while the Intel CPU peaks at 12 FPS. To put this into perspective, an Exynos-based Samsung Galaxy S4 using a PowerVR SGX544MP3 GPU was able to run the same demo at roughly 27 FPS.

Imagination Introduces Industry’s Smallest Android GPU Solution with OpenGL ES 2.0Imagination Technologies announced a new PowerVR graphics processor IP core that provides the industry's smallest Android compatible GPU solution. The new PowerVR Series5XE GX5300 core offers a small 0.55mm2 (250MHz in 28nm) silicon footprint, features full OpenGL ES 2.0 capability, ultra-low power consumption, and Imagination's advanced PVRTC texture compression technology.

Google's new Android Extension Pack and OpenGL ES 3.1 are supported in the upcoming Android L release. The Android Extension Pack is a set of extensions to OpenGL ES which provides features like tessellation to improve the detail of geometry rendered onscreen, and geometry shaders which can also be used to add detail to what is rendered onscreen as well as to add shadows to a scene. The Android Extension Pack also includes support for compute shaders, and Adaptive Scalable Texture Compression (ASTC).

The free OpenGL ES CapsViewer app is now available for Android. This tools reads out all hardware capabilities of Android devices and can upload them to an online database that developers can access to check out OpenGL ES 2.0 and OpenGL ES 3.0 capabilities for the various devices out on the market. The database contains OpenGL ES information including extensions, compressed texture formats, capabilities, EGL extensions, device features and available hardware sensors. You can compare up to 8 different devices at once, so developers can easily check out what features are supported by their targeted devices.

Intel has released an update to the Intel XDK (cross-platform development kit). At the heart of Crosswalk is the Blink rendering and layout engine, which provides the same HTML5 features and capabilities expected in the modern web runtimes such as WebGL and Web Audio. However, with Crosswalk, one can see enhanced JavaScript, WebGL, and Audio performance on Android 4.x devices.

Packt Publishing has released a book from the developers of the Linderdaum Engine. The book contains recipes for portable game development techniques. A full chapter is devoted to the development of an abstraction layer on top of OpenGL 3, OpenGL ES 2 and OpenGL ES 3, which will allow mobile developers to run and debug their games on a desktop PC. In addition, the entire book source code may be downloaded from GitHub.