Welcome! London, September 2004 © Copyright Khronos Group, 2004 - Page 1

Download Report

Transcript Welcome! London, September 2004 © Copyright Khronos Group, 2004 - Page 1

Welcome!
London, September 2004
© Copyright Khronos Group, 2004 - Page 1
Thank You For Coming!
• We all share a common market opportunity
• Hopefully today will help us all understand better how
to make money from that opportunity
100Ms /
annum
10Ms /
annum
100Ks /
annum
80’s
3D hardware
in workstations
90’s
3D hardware
in PCs
00’s
3D hardware
in handhelds
© Copyright Khronos Group, 2004 - Page 2
Fun-Packed Agenda!
• We have worked hard to make this a useful day for you
• Starting out broad and getting more detailed throughout the day
9:30
Industry Context
Jon, JPR – Broad industry trends
Neil, 3Dlabs – OpenGL ES and Khronos Big Picture
10:30
OpenGL ES 101
Overview Topics
Dave, Qualcomm/GameDev.net – API Overview
Phil, Imagination – Porting from PCs
Mik, Apoje – Fixed/float
1:00
OpenGL ES 201
Advanced Topics
Nicolas, Imagination – Hardware Acceleration
Ville, Hybrid – Tips and Tricks
2:15
OpenGL ES 201
Hands-on Details
Jani, Nokia – Series 60 and Symbian
Dave, Qualcomm – Brew
Brian, Nvidia – ISV experiences
4:45
Open Discussion
Kathleen, JPR - Panels
© Copyright Khronos Group, 2004 - Page 3
Logistics for the Day
• All presentations will be posted on www.khronos.org.
• Hold on to your red, numbered Free Beer ticket
- We’re drawing numbers to give away 14 Hybrid T-shirts!
• We’re giving away TWO OpenGL ES Blue Books – pop quiz questions!
- Hot off the presses in three weeks
• Coupons and flyers for discounts
- OpenGL ES Blue Book an the Jon Peddie Tech Watch subscription
• The OpenGL ES Coding contest is now running! Fabulous prizes!!
-
A license of dPVS, Hybrid Graphics visibility determination library (Value $75,000)
Subscription to JPR TechWatch (value $2,500)
3Dlabs Wildcat Realizm board (value $1,500)
And more!
© 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
• In Embedded Markets
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
• Reduces variability for ISVs across multiple platforms
- More software can reach market faster at a better level of functionality and quality
• Hardware enables software, software enables hardware
- Everyone wins
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
Khronos Group Members
• 60+ Companies creating media acceleration APIs
Promoting Members
Contributing Members
© Copyright Khronos Group, 2004 - Page 9
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 10
Khronos Media Acceleration APIs
• An expanding and synergistic family
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 11
Khronos API Stack
• Accelerating a broad range of media types
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
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
Workstation
Focus
Small footprint
e.g. 50KB
software engines
Eliminate
Redundancy
Eliminate
Workstation
Functionality
EGL
Generic embedding of OpenGL ES into
host operating and windowing
systems - similar to GLX/AGL/WGL
© Copyright Khronos Group, 2004 - Page 15
Profile Support for Integer Platforms
• Many OpenGL ES command parameters & vertex data are floats
- For compatibility with desktop OpenGL
• Support for systems with no floating point is key
- Need to enable high-volume devices with 16.16 integer math
• OpenGL ES defines two profiles – Common and Common-Lite
- Common-Lite is proper subset of common profile
- No floating point entry-points is the only difference – uses 16.16 fixed point instead
• Common-Lite applications run without modification on Common Profile
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
Common
Profile
Common-Lite
Profile
© Copyright Khronos Group, 2004 - Page 16
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 17
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 18
OpenGL ES Roadmap
• Balancing stability vs. enabling evolving platforms
• 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 3D hardware
Enabling software AND hardware implementations –
including small-footprint, low-end fixed point platforms
Mid-04
Mid-05
© Copyright Khronos Group, 2004 - Page 19
OpenGL ES and EGL 1.1 Release
• 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 20
Roadmap Philosophy
• Enabling wide range of platforms with minimized fragmentation
• OpenGL ES 1.1 does NOT obsolete OpenGL ES 1.0
- OpenGL ES 1.0 will continue to be used on low-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 a significant number of platforms
• 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
2005
2004
OpenGL ES 1.0
2003
Easy Portability
© Copyright Khronos Group, 2004 - Page 21
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
• Can also be used by applications
- That need access low-level vector graphics primitives
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 22
OpenVG – Fast Track Development
• Will be used in wide range of applications
- Text packages, GPS, screen savers, HUDs on games…
• Specification aimed for release early 2005
- Specification review later this year
- Conformance tests before mid-2005
Application
SVG/Flash/
Font Package etc..
HW Accelerator
© Copyright Khronos Group, 2004 - Page 23
OpenMAX
MPEG-4
H.264
Etc.
Audio
MP3
AAC
etc.
INDUSTRY PROBLEM!
Combinatorial porting
problem means
multimedia software is
LATE to market and
POORLY optimized
JPEG
JPEG2k
etc
Voice
Multimedia
API’s
MP3
AAC
etc.
SMP
H/W
accel
The Solution
Wide range of media acceleration
silicon using many diverse
architectures
Video Image
Audio
DSP
G.7xx
Etc
An increasing number of
multimedia API libraries for video,
audio, graphics and images
MPEG-4
H.264
Etc.
RISC
Multimedia
Accelerators
Video Image
JPEG
JPEG2k
etc
Voice
G.7xx
Etc
An industry-standard set of low-level optimized
MEDIA PRIMITIVES that enable rapid and efficient
porting of higher-level multimedia APIs to
multiple processors, platforms and architectures
RISC
DSP
SMP
H/W
accel
Multimedia
Accelerators
Multimedia
API’s
Efficient Porting and Acceleration of Multimedia APIs
© Copyright Khronos Group, 2004 - Page 24
OpenMAX – Easing Media Adoption
Library of code critical routines
Reduce matrix of APIs x Accelerators x Codecs
Media Enabled Application
Applications
Media framework
Portable integration of Media
API libraries into host
operating system - if needed
RTOS
OS
Generic API
OS
OS
Media API library
implementations re-use
optimized primitives across
diverse silicon and platforms
IL
Available across a wide variety of
processor
architectures and
Codecs
MP3
operating systems and tool chains
AMR
H.264
MPEG4
Focused on key ‘hotspot’
functions and algorithms
Generic API
DL
Optimised
Cores and
Accelerators
Silicon vendors provide high
performance media primitive
implementations optimized for
their silicon architecture
CPU
DSP
MultiProcessor
Accelerator
© Copyright Khronos Group, 2004 - Page 25
OpenMAX Working Group
• API specification will be open and royalty-free to the industry
- Using Khronos reciprocal licensing IP model
• Complete deliverables to drive adoption
- Specifications, implementations, conformance tests
• Available across a wide variety of architectures and OS
- Enable codec portability
• Encourage wide industry support and adoption
- Through collaboration amongst leading stakeholders to develop and promote the Standard
OpenMAX Working group
established. Public
announcement to invite
industry participation
2Q04
3Q04
1st OpenMAX
face-to-face
meeting
Draft OpenMAX
1.0
specification
completed
4Q04
Ratify and publicly
release OpenMAX 1.0
Initial implementations
available
1Q05
2Q05
© Copyright Khronos Group, 2004 - Page 26
Resources
• www.khronos.org
- All presentations posted there
• Public Forums
- Get involved in the OpenGL ES community
• Specification Reviews
- Sign-up for mailing list alerts for API draft reviews
• More DevU days around the world
- Tell your friends
• Coding Challenge
- Win fabulous prizes!
• Any Questions?
© Copyright Khronos Group, 2004 - Page 27