The 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.
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 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.
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.
This enables vastly improved performance as well as Construct 2's awesome shader effects such as this ripple transition example. This alone can make for a much more mobile gaming experience in the browser. Firefox appears to support WebGL on all devices. However Chrome have taken a stricter approach, and only enable it on relatively new devices.
Android 4.3 Jelly Bean is not large upgrade in functionality that many users have been waiting for. However, it does add several new features that make it a little more functional for developers, including the addition of OpenGL ES 3.0. OpenGL ES 3.0 was released at GDC 2013 in March and offers some significant improvements over OpenGL ES 2.0.
OpenGL ES 2 for Android: A Quick-Start Guide will help you find out all about shaders and the OpenGL pipeline, and discover the power of OpenGL ES 2.0, which is much more feature-rich than its predecessor. If you can program in Java and you have a creative vision that you’d like to share with the world, then this is the book for you.
CEVA, Inc. has announced a new low-energy software framework for Android based systems. The Android Multimedia Framework (AMF) efficiently reduces the power consumption required for complex multimedia processing using a heterogeneous CPU and DSP system architecture. Using the Khronos Groups OpenMAX IL API, AMF complies with the current Android 4.x versions.