The Tokyo Mobile Gaming Forum was held April 28th, 2006. Presentations covered OpenKODE (a native content platform providing source portability for games and media applications), OpenGL ES (3D for mobile), OpenSL ES (audio for mobile), OpenMAX (streaming media), OpenVG (accelerated Flash, PDF and SVG), and COLLADA (digital asset application interoperability). Powerpoint presentations (English and Japanese) are now available for review and download.
The Tokyo Mobile Developer University focused on Gaming & Media, will be held April 28th, 2006. Presentations and demos cover OpenKODE (a native content platform providing source portability for games and media applications), OpenGL ES (3D for mobile), OpenSL ES (audio for mobile), OpenMAX (streaming media), OpenVG (accelerated Flash, PDF and SVG), and COLLADA (digital asset application interoperability). Sessions are free but space is limited.
The presentations from the Shanghai Press Conference and Seoul Mobile Gaming Forum are now online. Presentations cover OpenGL ES 1.1 hardware acceleration porting and optimizations, the structure of OpenVG and a brief introduction to the new embedded audio API, OpenSL ES. Presentations are available in Chinese and Korean, as well as English.
The presentations from the Austin Khronos Mobile Gaming Forum are now online. Presentations cover OpenGL ES 1.1 hardware acceleration porting and optimizations, the structure of OpenVG and a brief introduction to the new embedded audio API, OpenSL ES. The Khronos Overview (4.4 MB pdf) is a fast way to understand the Khronos platform for embedded media, from APIs to authoring tools.
The Austin Game Conference on October 27-28th is expected to attract more than 2,300 attendees and provides educational, networking and business opportunities for game development professionals. The Conference will host the Khronos Developer University (DevU) to provide up-to-the-minute training on industry standard APIs that are vital for state-of-the-art game development on emerging handheld platforms including cell phones. Khronos DevU will be held on October 26th, 2005.
Topics will include: an introduction to OpenGL ES and tips and tricks on how to use the API effectively on low-powered systems, and how to effectively port 3D content from desktops and consoles to handheld devices; an introduction to the new OpenVG 2D vector graphics API that is revolutionizing user interfaces, mapping displays and all kinds of 2D applications with a new level of performance and quality; one of the first in-depth looks at the new OpenGL 2.0 ES Shading Language and how to prepare for the upcoming wave of programmable handheld 3D hardware; and a heads-up on the upcoming OpenMAX API for accelerating, synchronizing and controlling riche media including video, image and audio.
The Developer University events in Tokyo and Seoul were exceptionally well attended and another 200 developers were trained in OpenGL ES coding and optimization. OpenVG and OpenMAX introductions were also presented. The powerpoint presentations from this event are online (English, Japanese and Korean).
Khronos Developer University will be held April 08, 2005 04:51:54 in Tokyo at SGI’s Office in Japan. In addition to presentations on how to develop for OpenGL ES 1.1, there will also be presentations and demos for OpenGL ES 2.0 (with programmable shaders) and OpenVG for vector graphics acceleration.
The presentations from the San Francisco Khronos Developer University event are now online. Presentations cover the three tracks of: General OpenGL ES, OpenGL ES Platform-Specifc Development, and Industrial uses of OpenGL ES. If you were unable to attend this DevU session, these presentations will be very useful.
This year at GDC and
ESC in San Francisco, OpenGL ES and OpenVG move from interesting APIs to real-world implementations with exciting content. On the consumer side there will be hot demos from ATI, NVIDIA, Hybrid, PowerVR, Bitboys, Falanx, TI, and FutureMark. On the Avionics side look for ALT Software, Seaweed Systems and Quantum3D. All of these names are recognizable from their work on desktop OpenGL. As OpenGL ES and OpenGL come closer together with
OpenGL ES 1.2 and 2.0, the same level of high-quality visuals and content can be expressed on desktop, mobile, or embedded systems.