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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

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Welcome! Starting at 10AM!. Helsinki, September 2004 Neil Trevett, Khronos President. 100Ms / annum. 10Ms / annum. 100Ks / annum. Thank You For Coming!. We all share a common market opportunity Handhelds becoming ubiquitous computing platforms – 100 of millions of devices - PowerPoint PPT Presentation

TRANSCRIPT

Page 1: Welcome! Starting at 10AM!

© Copyright Khronos Group, 2004 - Page 1

Welcome!Welcome!Starting at 10AM!Starting at 10AM!Helsinki, September 2004

Neil Trevett, Khronos President

Page 2: Welcome! Starting at 10AM!

© 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

Page 3: Welcome! Starting at 10AM!

© 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

Page 4: Welcome! Starting at 10AM!

© 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

Page 5: Welcome! Starting at 10AM!

© 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

Page 6: Welcome! Starting at 10AM!

© 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

Page 7: Welcome! Starting at 10AM!

© 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

Page 8: Welcome! Starting at 10AM!

© 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

Page 9: Welcome! Starting at 10AM!

© Copyright Khronos Group, 2004 - Page 9

Over 60 Khronos MembersOver 60 Khronos MembersPromoting Members

Contributing Members

Page 10: Welcome! Starting at 10AM!

© 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

Page 11: Welcome! Starting at 10AM!

© 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

Page 12: Welcome! Starting at 10AM!

© 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.

Page 13: Welcome! Starting at 10AM!

© 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

Page 14: Welcome! Starting at 10AM!

© 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

Page 15: Welcome! Starting at 10AM!

© 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

Page 16: Welcome! Starting at 10AM!

© 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

Page 17: Welcome! Starting at 10AM!

© 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

Page 18: Welcome! Starting at 10AM!

© 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

Page 19: Welcome! Starting at 10AM!

© 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

Page 20: Welcome! Starting at 10AM!

© 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

Page 21: Welcome! Starting at 10AM!

© 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

Page 22: Welcome! Starting at 10AM!

© 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

Page 23: Welcome! Starting at 10AM!

© 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

Page 24: Welcome! Starting at 10AM!

© 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

Page 25: Welcome! Starting at 10AM!

© 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

Page 26: Welcome! Starting at 10AM!

© 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

[email protected]

Page 27: Welcome! Starting at 10AM!

© 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

Page 28: Welcome! Starting at 10AM!

© 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..

Page 29: Welcome! Starting at 10AM!

© 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

Page 30: Welcome! Starting at 10AM!

© 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

Page 31: Welcome! Starting at 10AM!

© 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

Page 32: Welcome! Starting at 10AM!

© 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!

Page 33: Welcome! Starting at 10AM!

© 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

Page 34: Welcome! Starting at 10AM!

© Copyright Khronos Group, 2004 - Page 34

Any Questions?Any Questions?