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© Copyright Khronos Group, 2004 - Page 1
Welcome!Welcome!Starting at 10AM!Starting at 10AM!Helsinki, September 2004
Neil Trevett, Khronos President
© Copyright Khronos Group, 2004 - Page 2
100Ms / annum
Thank You For Coming!Thank You For Coming!• We all share a common market opportunity
- Handhelds becoming ubiquitous computing platforms – 100 of millions of devices
• Today is focused on how to make good business from that opportunity- Rich media and 3D graphics is a key part of this revolution
• Khronos is working to enable embedded rich media- But Developer Outreach is key – that’s why we are here
80’s3D in workstations
100Ks / annum
90’s3D in PCs
10Ms / annum
00’s3D in handhelds
© Copyright Khronos Group, 2004 - Page 3
Agenda – Real Data – No Marketing!Agenda – Real Data – No Marketing!• We have worked hard to make this a useful day for you• Starting out broad and getting more detailed throughout the day
10:00Industry Context
Jon Peddie, JPR – Broad industry trendsNeil Trevett, 3Dlabs – OpenGL ES and Khronos Overview
Phil Atkin, Imagination – API Overview & Porting from PCs
Arto, Fathammer – Fixed/floatRobert Simpson, Bitboys – Hardware Acceleration
Ville, Hybrid – Tips and Tricks
Jani, Nokia – Series 60 and Symbian
Kathleen, JPR - Panels
11:15OpenGL ES 101Overview Topics
12:45OpenGL ES 201
Advanced Topics
2:45OpenGL ES 201
Hands-on Details
3:45Open Discussion
Broad Topics
Detailed Topics
© Copyright Khronos Group, 2004 - Page 4
Logistics for the DayLogistics for the Day• Morning and afternoon coffee breaks, lunch at 12:15PM• All presentations posted on www.khronos.org• Hold on to your red, numbered Free Beer ticket
- We’re giving away TWO OpenGL ES Blue Books – in print next week- T-shirt giveaway!!
• Coupons and flyers for discounts- OpenGL ES Blue Book and a Jon Peddie Tech Watch subscription
• The OpenGL ES Coding contest is now running! - Sample code and applications for OpenGL ES games, demos and screensavers
• $100K in prizes!!- A license of dPVS, Hybrid Graphics visibility determination library (Value $75,000)- Subscription to JPR TechWatch (value $2,500)- Borland C++ BuilderX 1.5 Mobile Edition - courtesy of Nokia- 3Dlabs Wildcat Realizm board (value $1,500)- And more! see www.khronos.org
© Copyright Khronos Group, 2004 - Page 5
Khronos and OpenGL ESKhronos and OpenGL ES“The Big Picture”“The Big Picture”
Neil TrevettSenior VP Market Development, 3Dlabs
President, Khronos GroupChairman OpenGL ES Working Group
© Copyright Khronos Group, 2004 - Page 6
Phones
PDAs
Hand-heldAppliances
Line-poweredAppliances
Consoles
Diverse Need for Embedded 3DDiverse Need for Embedded 3D
Safety Critical
Avionics
Automotive
Advanced Personal Computing
Telematics - console and heads-up displays
SettopBoxes
Entertainment solutions
Life-critical displays
© Copyright Khronos Group, 2004 - Page 7
The Power of the Right API The Power of the Right API • A well-designed API is a contract between hardware and software worlds
- Enabling both - everyone wins
• ISVs see reduced variability across multiple platforms- More software can reach market faster at a better level of functionality and quality
• Hardware vendors can accelerate a large body of software- Adding value to their platform
Game DeveloperHardware Provider
Hardware Provider
Hardware Provider
Hardware Provider
Hardware Provider
Game Developer
Game Developer
Game Developer
Game Developer
An industry-standard graphics API enables any software to run on any
conformant hardware
© Copyright Khronos Group, 2004 - Page 8
Khronos MissionKhronos Mission• Open Standard APIs for Embedded Media Acceleration
Open MembershipAny company is free to join
Non-profit consortium
Open StandardsOpenly available
Royalty-free
Cross Platform StandardsIncluding diverse handheld and
embedded markets
More than Just SpecificationsConformance tests, promotion and education to
create industry momentum and infrastructure
Khronos has a PROVEN reputation for the TIMELY creation of HIGH-QUALITY,
ROYALTY-FREE standards
Khronos has a PROVEN reputation for the TIMELY creation of HIGH-QUALITY,
ROYALTY-FREE standards
© Copyright Khronos Group, 2004 - Page 9
Over 60 Khronos MembersOver 60 Khronos MembersPromoting Members
Contributing Members
© Copyright Khronos Group, 2004 - Page 10
Khronos Media Acceleration APIsKhronos Media Acceleration APIs
Broad range of cutting-edge media acceleration APIs
synergistically developed a unified standard body
2002Embedded 3D
Graphics Acceleration
2004Embedded 2D Vector Graphics Acceleration
2000Streaming Media Control and Video Acceleration
2004Embedded Media
Primitive Acceleration
Khronos Becoming the Industry’s Open Standard’s Body for Embedded Multimedia
Acceleration
Khronos Becoming the Industry’s Open Standard’s Body for Embedded Multimedia
Acceleration
© Copyright Khronos Group, 2004 - Page 11
Recent Khronos NewsRecent Khronos News• OpenGL ES 1.1 publicly released on schedule
- Enabling a new wave of 3D hardware accelerated cell phones
• NEW OpenMAX Working Group - Accelerated media primitives for video, audio, images, graphics…
• NEW OpenVG Working Group- Enabling hardware acceleration for high-quality vector 2D graphics on handhelds
• Announcing OpenML Open Source Program- Full ML and MLdc source to be released on Source Forge this month
• Call for review by OpenGL ES Safety Critical Working Group- Bringing OpenGL to life critical applications
• First OpenGL ES hardware accelerated cell phones beginning to ship- Cell phone market is currently running at 500M handsets a year- Within 3 years there will be more OpenGL ES machines than Direct3D machines
The Vodafone V602SH- With full hardware OpenGL ES
acceleration – in stores in Japan now
© Copyright Khronos Group, 2004 - Page 12
3DSmall footprint 3D for embedded systems
VideoDynamic Media Authoring API
Khronos API StackKhronos API Stack• How things fit together
Vector 2DLow-level hardware
acceleration API
Media Engines – CPUs, DSP, Hardware Accelerators etc.
Accelerated media primitives for cross-platform acceleration
of media libraries
Image librariesVideo Codecs
Sound Librariesetc. etc.
Applications
Three media libraries called by applications. Can be ported
directly to silicon.
© Copyright Khronos Group, 2004 - Page 13
AdopterPackagesAdopter
Packages
Khronos Participation ModelKhronos Participation Model
PromotersPromoters
AdoptersAdopters
RatifiedSpecifications
RatifiedSpecifications
ImplementersImplementers
Conformance Tests etc. Fee for access – fees waived for members
Anyone can download specifications and SDKs and implement royalty-free products
Conforming products can use trademark
Openly and publicly distributed – free of charge
Board decides strategy - what Working Groups, budget,
ratification of working group specifications
SDKsSDKs
Free libraries, utilities, examples. Licensed for
commercial use
Any member can join working groups to produce specifications
and other products
ContributorsContributors
© Copyright Khronos Group, 2004 - Page 14
Driving Needs for OpenGL ESDriving Needs for OpenGL ES• Cell phone industry is the first major adopter
Generate and port compelling 3D gaming content across multiple platforms. Needs a 3D development ecosystem founded on a
cross-platform API
Small screens need high-quality processing per pixel beyond the ability of CPUs - driving the need for an 3D hardware acceleration API
Well-designed hardware acceleration for 3D can save 90% of power for graphics–
increasing battery life
POWER GAMES CONTENT
QUALITYSIZE
Low-cost chips and coresComplete software implementation
at less than 50KB
© Copyright Khronos Group, 2004 - Page 15
OpenGL ES API StandardOpenGL ES API Standard• The industry-standard, small-footprint subset of OpenGL
- Created with the blessing and cooperation of the OpenGL ARB
• Powerful, low-level API with full functionality for 3D games- Available on all key platforms
• Royalty Free!!
Eliminate Redundancy
Eliminate Workstation Functionality
ARBFeedback and Ratification
EmbeddedFocus
WorkstationFocus
Small footprint e.g. 50KB software
engines
© Copyright Khronos Group, 2004 - Page 16
EGL – Increasing 3D Code PortabilityEGL – Increasing 3D Code Portability
EGL
ApplicationCode
3D Hardware Acceleration
Native Operating
System
Operating system calls access platform resources - memory, processor threads etc. - but
makes code non-portable
OpenGL ES provides portable, cross
platform, abstracted access to the 3D
pipeline
EGL abstracts graphics-related system resource calls – such as accessing screen windows. Makes 3D-related code cross-
platform portable. Similar to GLX/AGL/WGL
© Copyright Khronos Group, 2004 - Page 17
Fixed and Float ProfilesFixed and Float Profiles• Support for high-volume devices systems with no floating point is key
- But need to prevent fragmentation between fixed and float applications
• Common-Lite profile replaces all floating point calls with fixed point- Enabling applications to use just 16.16 integer math
• Common Profile is a proper superset of Common-Lite- Has BOTH fixed and float versions of all entry points
• Common-Lite applications run without modification on Common Profile
CommonProfile
Common-LiteProfile
Full functionality – but just fixed point entry points to API for integer-
only platforms
Full functionality – with both float and fixed point entry points for code
portability between profiles
© Copyright Khronos Group, 2004 - Page 18
OpenGL ES – Central to Mobile 3DOpenGL ES – Central to Mobile 3D• Cross platform, low-level graphics API standard
C/C++ Applications
Scenegraph APIsM3G (JSR 184)
MiddlewareLibraries
GamesEngines
JavaApplications
Hardware OpenGL ES
Engines
Software OpenGL ES
Engines
Operating Systems
Low-level3D Graphics
API
High-levelGraphicsLibraries
Applications
Brings advanced 2D/3D graphics to
a wide range of platforms
“Close to the metal” API provides
portability AND flexibility
Usable by higher abstraction
libraries
JSR 239Defining official Java Bindings to
OpenGL ES
J2ME
Usable directly by applications
© Copyright Khronos Group, 2004 - Page 19
Building the Graphics API Building the Graphics API EcosystemEcosystem• All happening in “cell phone time”
Enabling Developers
Conformance Tests
Benchmarks
High-quality platforms
Open API Standards
Market demand for Handheld 3D
Great 3DApplications
IndustryCooperation
OpenGL ES 1.0 Conformance Tests released Jan’04. First conformant software and
hardware already shipping
OpenGL ES 1.1 released Aug’04 – 12 months after
OpenGL ES 1.0
OpenGL ES wins Game Developer Award for
enabling ISVs
Futuremarksmart phone benchmark –
uses OpenGL ES
OpenGL ES development tools and
books on the market
Over 60 industry leaders are members of Khronos
First hardware accelerated OpenGL ES phones shipping in Summer 2004 – Vodafone
V602SH
© Copyright Khronos Group, 2004 - Page 20
OpenGL ES Adopters PackageOpenGL ES Adopters Package• Enabling Evaluation, Implementation and Testing
• Evaluate the API: fully operational OpenGL ES library- Includes full Gerbera™ executable for Windows from Hybrid
• Implementation Insights: open source sample implementation - OpenGL ES layered over desktop OpenGL on Windows and Linux
• Testing Functionality: source to Conformance Tests- Only Conformant products can use the OpenGL ES Trademark- A peer-review formal process raises the testing bar relative to desktop OpenGL
ISVS SHOULD DEMAND CONFOMANT PRODUCTS!LOOK FOR THE LOGO!
Reliable, cross-platform graphics functionality!
Reliable, cross-platform graphics functionality!
Reduces ISV porting and support costs
across a wide diversity of platforms
© Copyright Khronos Group, 2004 - Page 21
OpenGL ES in ActionOpenGL ES in Action
Java MIDP1.0
Nokia N-Gage
MotoGP on AcceleratedOpenGL ES
Increase in visual quality, visual effects, screen resolution and
frame rate – for less mW!!
Before OpenGL ES
© Copyright Khronos Group, 2004 - Page 22
An API Must Evolve at the Right An API Must Evolve at the Right RateRate
2004 2005 2006
3D running in software – OpenGL ES 1.0
Enhanced 3D running in advanced fixed-function
hardware - OpenGL ES 1.1
Advanced, 3D shaders running in programmable
hardware – OpenGL ES 2.0
Fast enough to encourage and expose new capabilities
Not so fast as to prevent widespread adoption on many devices
API Evolution
© Copyright Khronos Group, 2004 - Page 23
OpenGL ES 2.0OpenGL ES 2.0
OpenGL 2.0OpenGL 2.0
OpenGL ES 1.1OpenGL ES 1.1
OpenGL ES 1.0OpenGL ES 1.0
OpenGL ES RoadmapOpenGL ES Roadmap• Update OpenGL ES every year by default
- To expose rapidly developing handheld platforms capabilities
• BUT ONLY introduce features with proven demand from ISVs or IHVs- Guarding against unnecessary bloat
• Track and adapt developments in desktop OpenGL
OpenGL 1.3OpenGL 1.3
OpenGL 1.5OpenGL 1.5
Enabling software AND hardware implementations – including small-footprint, low-end fixed point platforms
Shader programmability for embedded devices
Widely available cross-platform 3D
graphics API
Full high-level shading language capability to harness the power of programmable hardware
Mid-03 Mid-04 Mid-05
Increasing emphasis on enabling emerging fixed function 3D hardware
© Copyright Khronos Group, 2004 - Page 24
Roadmap PhilosophyRoadmap Philosophy• Enabling wide range of platforms with minimized fragmentation
- Evolving API versions are not obsoleted – they continue to serve a platform type
• OpenGL ES 1.1 does NOT obsolete OpenGL ES 1.0- OpenGL ES 1.0 will continue to be used on lower-end devices
• OpenGL ES 2.0 does NOT obsolete OpenGL ES 1.X- OpenGL ES 1.X APIs will continue to be used on fixed-function hardware
• OpenGL ES 1.X track will continue to evolve if needed- To enable evolving fixed function accelerators
• OpenGL ES 2.0 will support full emulation of OpenGL ES 1.X- Using programmable shaders to provide backwards compatibility
OpenGL ES 1.0
OpenGL ES 1.1
OpenGL ES 2.0
Easy Portability2003
2004
2005
Software and lower-end hardware
Advanced fixed function hardware
Advanced programmable hardware
© Copyright Khronos Group, 2004 - Page 25
OpenGL ES and EGL 1.1OpenGL ES and EGL 1.1• Enabling new-generation, hardware enabled handsets• On schedule – enabling and encouraging industry progress
- Khronos committed to annual API update at Siggraph last year
• Backwards compatible with OpenGL ES 1.0- A superset of OpenGL ES 1.0 - Common and Common-Lite profiles maintained
• OpenGL ES 1.1 Conformance Tests in three months- Formal peer review - sustaining API quality – vital for industry confidence and adoption
OpenGL ES 1.1
Enhanced Effects Multi-texture
SkinningParticle effects
Enhanced Power EfficiencyBuffer ObjectsSwap IntervalPower Events
www.khronos.org/opengles/spec.html
Enhanced FlexibilityDynamic State Queries so layered
software can use OpenGL ES.Not just games anymore!
Enhanced JSR 184 SupportSprite and background handling
© Copyright Khronos Group, 2004 - Page 26
Safety Critical ProfileSafety Critical Profile• Targeted at avionics and automotive applications
- Enabling OpenGL ES drivers that can be DO178-B certified
• Khronos Safety Critical Working Group in progress now- To produce profile specification in October 2004
Common
Safety Critical
Generic, minimum footprint, full function 3D enables diverse
graphics applications
Absolute minimum code size and complexity to ease safety
certifications. Support for certified legacy applications
SPEC IN REVIEW – if you are interested to be a reviewer email
neil.trevett@3dlabs.com
© Copyright Khronos Group, 2004 - Page 27
OpenVGOpenVG• A low-level API for Bezier-based vector graphics
- With a focus on enabling hardware acceleration
• NOT a competitor to SVG, Flash, PDF and postscript- A complementary acceleration layer for that class of software
Need to offload vector 2D graphics operation from the CPU
Need to save power when running vector 2D graphics
Hardware Acceleration for Vector Graphics
Need for high-quality 2D graphics and text on small-
screen devices
Need for SCALABLE 2D graphics to enable easy porting of content to
different screen sizes
© Copyright Khronos Group, 2004 - Page 28
Fast Track DevelopmentFast Track Development• Will be used in wide range of applications and vector libraries
- That need access low-level vector graphics primitives- Text packages, GPS, screen savers, HUDs on games…
• Specification aimed for release early 2005- Specification review later this year, Conformance tests before mid-2005
Applications
2D Hardware Acceleration
SVG/Flash/Font Package etc..
© Copyright Khronos Group, 2004 - Page 29
Com
bina
toria
lPr
oble
m
OpenMAX – Media PrimitivesOpenMAX – Media Primitives• Combinatorial problem of hardware and software
- Media libraries are typically LATE to market and POORLY optimized
• OpenMAX defines standard collections of media “hotspot” primitives- To be implemented on multiple processors, platforms and architectures
• Enables rapid PORTING and OPTIMIZATION of multimedia libraries- Video, audio, graphics, imaging etc.
VideoMPEG-4
H.264Etc.
VoiceG.7xx
Etc
AudioMP3AACetc.
ImageJPEG
JPEG2k etc
An increasing number of multimedia API libraries for video,
audio, graphics and images
A diverse range of media acceleration silicon using many
diverse architectures
RISC DSP
SMP H/W
Highly optimized OpenMAX libraries are supplied by silicon vendors to enable
rapid porting of libraries across multiple accelerators
© Copyright Khronos Group, 2004 - Page 30
Complete Media Library PortabilityComplete Media Library Portability
Media EnginesCPUs, DSP, Hardware Accelerators etc.
DL – “Development Level”Media Primitives – provide portability
of silicon acceleration
MPEG4H.264MP3 AMR
OpenMAX ILPortability Across Operating Systems
Abstracted interfaces for media libraries into OS media frameworks
OpenMAX DLPortability Across Processors Hotspot primitives to enable
easy porting across hardware architectures
More Media Libraries
IL – “Integration Level”Media Primitives – provide portability
of silicon acceleration
Application
Operating System Media Framework
© Copyright Khronos Group, 2004 - Page 31
OpenMAX Working GroupOpenMAX Working Group• API specification will be open and royalty-free to the industry
- Using Khronos reciprocal licensing IP model
• Khronos Working Group creating complete set of deliverables- Specifications, implementations, conformance tests
• Available across a wide variety of architectures and operating systems- To enable true media library portability
• Encourage wide industry support and adoption- Khronos committed to strongly promote this important new standard
2Q04 3Q04 4Q04 1Q05 2Q05
OpenMAX Working group established. Public
announcement to invite industry participation
1st OpenMAX face-to-face
meeting
Draft OpenMAX 1.0 specification
completed
Ratify and publicly release OpenMAX 1.0
Initial implementations available
© Copyright Khronos Group, 2004 - Page 32
Further Resources Further Resources • www.khronos.org
- All presentations posted there
• Public Forums- Get involved in the Khronos community
• Specification Reviews- Sign-up for mailing list alerts for API draft reviews
• More DevU courses around the world- Tell your friends!
• OpenGL ES Coding Challenge- Being announced here today in Helsinki!
© Copyright Khronos Group, 2004 - Page 33
OpenGL ES Coding ChallengeOpenGL ES Coding Challenge• The OpenGL ES Coding contest is now running!
- Sample code and applications for OpenGL ES games, demos and screensavers
• $100K in prizes!!- A license of dPVS, Hybrid Graphics visibility determination library (Value $75,000)- Subscription to JPR TechWatch (value $2,500)- Borland C++ BuilderX 1.5 Mobile Edition - courtesy of Nokia- 3Dlabs Wildcat Realizm board (value $1,500)- And more!
• See www.khronos.org
© Copyright Khronos Group, 2004 - Page 34
Any Questions?Any Questions?
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