Welcome! Starting at 10AM! Helsinki, September 2004 Neil Trevett, Khronos President © Copyright Khronos Group, 2004 - Page 1

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Transcript Welcome! Starting at 10AM! Helsinki, September 2004 Neil Trevett, Khronos President © Copyright Khronos Group, 2004 - Page 1

Welcome!
Starting at 10AM!
Helsinki, September 2004
Neil Trevett, Khronos President
© Copyright Khronos Group, 2004 - Page 1
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
100Ks /
annum
80’s
3D in workstations
100Ms /
annum
10Ms /
annum
90’s
3D in PCs
00’s
3D in handhelds
© Copyright Khronos Group, 2004 - Page 2
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
Broad Topics
10:00
Industry Context
Jon Peddie, JPR – Broad industry trends
Neil Trevett, 3Dlabs – OpenGL ES and Khronos Overview
11:15
OpenGL ES 101
Overview Topics
Phil Atkin, Imagination – API Overview
& Porting from PCs
12:45
OpenGL ES 201
Advanced Topics
Arto, Fathammer – Fixed/float
Robert Simpson, Bitboys – Hardware Acceleration
Ville, Hybrid – Tips and Tricks
2:45
OpenGL ES 201
Hands-on Details
Jani, Nokia – Series 60 and Symbian
3:45
Open Discussion
Kathleen, JPR - Panels
Detailed Topics
© Copyright Khronos Group, 2004 - Page 3
Logistics 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 4
Khronos and OpenGL ES
“The Big Picture”
Neil Trevett
Senior VP Market Development, 3Dlabs
President, Khronos Group
Chairman OpenGL ES Working Group
© Copyright Khronos Group, 2004 - Page 5
Diverse Need for Embedded 3D
Safety
Critical
Avionics
Line-powered
Appliances
Consoles
Life-critical displays
Settop
Boxes
Automotive
Entertainment solutions
Telematics - console and
heads-up displays
Phones
PDAs
Hand-held
Appliances
Advanced Personal
Computing
© Copyright Khronos Group, 2004 - Page 6
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
Hardware Provider
Game Developer
Hardware Provider
Game Developer
Hardware Provider
Game Developer
Hardware Provider
Game Developer
Hardware Provider
Game Developer
An industry-standard graphics API
enables any software to run on any
conformant hardware
© Copyright Khronos Group, 2004 - Page 7
Khronos Mission
• Open Standard APIs for Embedded Media Acceleration
Open Membership
Open Standards
Cross Platform Standards
More than Just Specifications
Any company is free to join
Non-profit consortium
Including diverse handheld and
embedded markets
Openly available
Royalty-free
Conformance 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
© Copyright Khronos Group, 2004 - Page 8
Over 60 Khronos Members
Promoting Members
Contributing Members
© Copyright Khronos Group, 2004 - Page 9
Khronos Media Acceleration APIs
2004
Embedded 2D Vector
Graphics Acceleration
2002
Embedded 3D
Graphics Acceleration
Broad range of cutting-edge
media acceleration APIs
synergistically developed a
unified standard body
2000
Streaming Media Control
and Video Acceleration
2004
Embedded Media
Primitive Acceleration
Khronos Becoming the Industry’s Open
Standard’s Body for Embedded
Multimedia Acceleration
© Copyright Khronos Group, 2004 - Page 10
Recent 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 11
Khronos API Stack
• How things fit together
Applications
Video
Dynamic Media
Authoring API
3D
Small footprint 3D for
embedded systems
Three media libraries called by
applications. Can be ported
directly to silicon.
Vector 2D
Low-level hardware
acceleration API
Image libraries
Video Codecs
Sound Libraries
etc. etc.
Accelerated media primitives for
cross-platform acceleration
of media libraries
Media Engines – CPUs, DSP, Hardware Accelerators etc.
© Copyright Khronos Group, 2004 - Page 12
Khronos Participation Model
Promoters
Board decides strategy - what
Working Groups, budget,
ratification of working group
specifications
Openly and publicly
distributed – free of charge
Free libraries, utilities,
examples. Licensed for
commercial use
Contributors
Ratified
Specifications
Implementers
SDKs
Any member can join working
groups to produce specifications
and other products
Adopter
Packages
Conformance Tests etc.
Fee for access – fees
waived for members
Adopters
Conforming products
can use trademark
Anyone can download specifications and
SDKs and implement royalty-free products
© Copyright Khronos Group, 2004 - Page 13
Driving Needs for OpenGL ES
• Cell phone industry is the first major adopter
Well-designed hardware
acceleration for 3D can save
90% of power for graphics–
increasing battery life
Generate and port compelling 3D gaming
content across multiple platforms. Needs a
3D development ecosystem founded on a
cross-platform API
GAMES CONTENT
POWER
SIZE
Low-cost chips and cores
Complete software implementation
at less than 50KB
QUALITY
Small screens need high-quality processing
per pixel beyond the ability of CPUs - driving
the need for an 3D hardware acceleration API
© Copyright Khronos Group, 2004 - Page 14
OpenGL 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!!
Feedback and Ratification
ARB
Embedded
Focus
Small footprint e.g.
50KB software
engines
Workstation
Focus
Eliminate
Redundancy
Eliminate
Workstation
Functionality
© Copyright Khronos Group, 2004 - Page 15
EGL – Increasing 3D Code Portability
Application
Code
Operating system calls access
platform resources - memory,
processor threads etc. - but
makes code non-portable
Native
Operating
System
OpenGL ES provides
portable, cross
platform, abstracted
access to the 3D
pipeline
EGL
EGL abstracts graphics-related system
resource calls – such as accessing screen
windows. Makes 3D-related code crossplatform portable. Similar to GLX/AGL/WGL
3D Hardware
Acceleration
© Copyright Khronos Group, 2004 - Page 16
Fixed 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
Full functionality – but just fixed
point entry points to API for integeronly platforms
Full functionality – with both float and
fixed point entry points for code
portability between profiles
Common
Profile
Common-Lite
Profile
© Copyright Khronos Group, 2004 - Page 17
OpenGL ES – Central to Mobile 3D
• Cross platform, low-level graphics API standard
JSR 239
Defining official
Java Bindings to
OpenGL ES
Java
Applications
Usable directly by
applications
Usable by higher
abstraction
libraries
“Close to the metal”
API provides
portability AND
flexibility
Brings advanced
2D/3D graphics to
a wide range of
platforms
C/C++
Applications
Scenegraph APIs
M3G (JSR 184)
Hardware
OpenGL ES
Engines
J2ME
Games
Engines
Applications
Middleware
Libraries
Software
OpenGL ES
Engines
High-level
Graphics
Libraries
Low-level
3D Graphics
API
Operating
Systems
© Copyright Khronos Group, 2004 - Page 18
Building the Graphics API Ecosystem
• All happening in “cell phone time”
Over 60 industry leaders
are members of Khronos
Market demand
for Handheld 3D
OpenGL ES wins Game
Developer Award for
enabling ISVs
Great 3D
Applications
Industry
Cooperation
Enabling
Developers
OpenGL ES
development tools and
books on the market
Open API
Standards
OpenGL ES 1.1 released
Aug’04 – 12 months after
OpenGL ES 1.0
Conformance
Tests
OpenGL ES 1.0 Conformance
Tests released Jan’04. First
conformant software and
hardware already shipping
Benchmarks
High-quality
platforms
Futuremark
smart phone benchmark –
uses OpenGL ES
First hardware accelerated
OpenGL ES phones shipping
in Summer 2004 – Vodafone
V602SH
© Copyright Khronos Group, 2004 - Page 19
OpenGL 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
Reliable, cross-platform
graphics functionality!
Reduces ISV porting
and support costs
across a wide
diversity of
platforms
ISVS SHOULD DEMAND CONFOMANT PRODUCTS!
LOOK FOR THE LOGO!
© Copyright Khronos Group, 2004 - Page 20
OpenGL ES in Action
Before OpenGL ES
Java MIDP1.0
Nokia N-Gage
MotoGP on
Accelerated
OpenGL ES
Increase in visual quality, visual
effects, screen resolution and
frame rate – for less mW!!
© Copyright Khronos Group, 2004 - Page 21
An API Must Evolve at the Right Rate
API Evolution
Not so fast as to prevent widespread
adoption on many devices
Fast enough to encourage and
expose new capabilities
Enhanced 3D running in
advanced fixed-function
hardware - OpenGL ES 1.1
3D running in software
– OpenGL ES 1.0
Advanced, 3D shaders
running in programmable
hardware – OpenGL ES 2.0
2004
2005
2006
© Copyright Khronos Group, 2004 - Page 22
OpenGL 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
Full high-level shading language capability to
harness the power of programmable hardware
Widely available
cross-platform 3D
graphics API
OpenGL 2.0
OpenGL ES 2.0
OpenGL 1.5
OpenGL ES 1.1
OpenGL 1.3
OpenGL ES 1.0
Mid-03
Shader programmability
for embedded devices
Increasing emphasis on enabling
emerging fixed function 3D hardware
Enabling software AND hardware implementations –
including small-footprint, low-end fixed point platforms
Mid-04
Mid-05
© Copyright Khronos Group, 2004 - Page 23
Roadmap 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 2.0
OpenGL ES 1.1
Advanced
programmable hardware
2005
Advanced fixed
function hardware
2004
Software and
lower-end hardware
OpenGL ES 1.0
2003
Easy Portability
© Copyright Khronos Group, 2004 - Page 24
OpenGL 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
Enhanced Effects
Multi-texture
Skinning
Particle effects
Enhanced Power Efficiency
Buffer Objects
Swap Interval
Power Events
OpenGL ES 1.1
Enhanced JSR 184 Support
Sprite and background handling
Enhanced Flexibility
Dynamic State Queries so layered
software can use OpenGL ES.
Not just games anymore!
www.khronos.org/opengles/spec.html
© Copyright Khronos Group, 2004 - Page 25
Safety 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
Generic, minimum footprint, full
function 3D enables diverse
graphics applications
Common
Absolute minimum code size and
complexity to ease safety
certifications. Support for certified
legacy applications
Safety
Critical
SPEC IN REVIEW – if you are
interested to be a reviewer email
[email protected]
© Copyright Khronos Group, 2004 - Page 26
OpenVG
• 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 for high-quality 2D
graphics and text on
small-screen devices
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 SCALABLE 2D graphics to
enable easy porting of content to
different screen sizes
© Copyright Khronos Group, 2004 - Page 27
Fast 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
SVG/Flash/
Font Package etc..
2D Hardware Acceleration
© Copyright Khronos Group, 2004 - Page 28
OpenMAX – 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.
Video
Image
MPEG-4
H.264
Etc.
JPEG
JPEG2k
etc
Audio
Voice
MP3
AAC
etc.
G.7xx
Etc
An increasing number of
multimedia API libraries for video,
audio, graphics and images
Combinatorial
Problem
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 29
Complete Media Library Portability
Application
OpenMAX IL
Portability Across Operating Systems
Abstracted interfaces for media
libraries into OS media frameworks
Operating System Media Framework
IL – “Integration Level”
Media Primitives – provide portability
of silicon acceleration
MP3
AMR
H.264
MPEG4
More Media
Libraries
DL – “Development Level”
Media Primitives – provide portability
of silicon acceleration
OpenMAX DL
Portability Across Processors
Hotspot primitives to enable
easy porting across hardware
architectures
Media Engines
CPUs, DSP, Hardware Accelerators etc.
© Copyright Khronos Group, 2004 - Page 30
OpenMAX 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
OpenMAX Working group
established. Public
announcement to invite
industry participation
2Q04
1st OpenMAX
face-to-face
meeting
3Q04
Ratify and publicly
release OpenMAX 1.0
Initial implementations
available
Draft OpenMAX
1.0 specification
completed
4Q04
1Q05
2Q05
© Copyright Khronos Group, 2004 - Page 31
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 32
OpenGL 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 33
Any Questions?
© Copyright Khronos Group, 2004 - Page 34