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