Creating the Embedded Media Processing Ecosystem Neil Trevett Vice President Embedded Content, NVIDIA President, Khronos Chairman, OpenGL ES Working Group.

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Presentation transcript:

Creating the Embedded Media Processing Ecosystem Neil Trevett Vice President Embedded Content, NVIDIA President, Khronos Chairman, OpenGL ES Working Group

Page 3 100Ms / year Mobile Convergence Handsets are becoming the predominant personal computing platform - Sophisticated media processing will be central to this revolution 50% of phones will have multimedia hardware acceleration by Source - Jon Peddie & Associates Significant opportunity for games developers - Handhelds are the largest market for a manufactured device – ever – period 80’s Workstations 100Ks / year 90’s PCs 10Ms / year 00’s Handhelds

Page 4 Media APIs Enable Market Growth An 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 many applications - Adding value to their platform Software DeveloperHardware Provider Software Developer Khronos develops “Foundation-Level” APIs As close-to-the-metal” as possible while providing portable access to hardware acceleration. Great performance. Good foundation for higher-level engines and middleware

Page 5 APIs Enable Mobile Acceleration POWER EFFICIENCY Faster Performance at Higher Quality Hardware delivers at least 10 times the performance of software – even on low-cost systems with low-end CPUs Less Power Hardware accelerators exploit parallelism in a media pipeline to give a x10 increase in power efficiency over software State of the art user interfaces Smaller screens need more advanced graphics processing per pixel

Page 6 Creating Open API Standards Open Membership Any company is welcome Funded by membership dues - $5K / year Open Standards Publicly available on web-site Royalty-free Cross Platform Enabling diverse handheld and embedded markets Promoting Ecosystem Conformance tests, tools, developer materials and outreach Khronos has a PROVEN reputation for the TIMELY creation of HIGH-QUALITY, ROYALTY-FREE standards Open Standard Platform for Embedded Rich Media Acceleration

Page 7 Over 100 companies creating media authoring and acceleration standards

Page 8 How Does Khronos Make Money? It doesn’t! Khronos is purely a non-profit organization - Funded by member dues – to cover costs Our members make money by selling PRODUCTS enabled by standards - NOT trying to charge for the standard itself $ $ Selling an API would generate relatively small amounts of revenue An open, royalty free API standard creates much larger market opportunities Our members cooperate to create standards – and compete in the marketplace with products that use Khronos standards

Page 9 3D Small footprint 3D for embedded systems Khronos API Stack Vector 2D Low-level vector acceleration API Media Engines – CPUs, DSP, Hardware Accelerators etc. Media Frameworks IL SOUND Low-level gaming audio acceleration API Image Libraries, Video Codecs, Sound Libraries Accelerated media primitives for codec development DL Component interfaces for codec integration AL Abstracted component controls Khronos defines low-level, FOUNDATION-level APIs. “Close to the hardware” abstraction provides portability AND flexibility The Khronos API family provides a complete ROYALTY- FREE, cross-platform media acceleration platform Applications or middleware libraries (JSR 184 engines, Flash players, media players etc.) EGL Abstracted Access to OS Resources Fast mixed mode 2D/3D rendering

Page 10 Mid-2005 OpenVG 1.0 Spec release Adoption of Khronos APIs Time Silicon Designs in progress Rapid adoption when silicon ships Widespread, cross- platform availability Market adoption in media-accelerated handsets Mid-2004 OpenGL ES 1.1 Spec release Beginning-2006 OpenMax IL 1.0 Spec release End-2006 OpenSL ES 1.0 Spec release We Are Here - OpenGL ES is widespread - OpenVG is in rapid adoption - OpenMAX is being implemented - OpenSL ES is being designed 100%

Accelerated Vector Graphics

Page 12 Vector Graphics for Mobile Devices Vector graphics used in many popular formats such as Flash, SVG, PDF - High-quality user interfaces, screen savers, 2D Games - Portable mapping and GPS applications, E-book readers and text packages High-quality 2D vector graphics use scalable Bezier curves - Path based for scaling and positioning at full quality - not polygon based - Easy porting of full quality 2D content to different screen sizes But all 2D vector graphics usually run un-accelerated! - Works OK on high-performance PCs - Not effective on low-powered handset CPUs We need to enable accelerated mobile 2D vector graphics!

Page 13 OpenVG – Accelerated Vector Graphics OpenVG ACCELERATES existing formats – such as Flash - NOT a competitor to Flash, SVG etc. - Enables popular vector formats to run with faster performance and less power OpenVG 1.0 released at Siggraph Open, royalty-free standard - Developed in just 12 months Uses OpenGL-style syntax - Easy to learn for OpenGL developers Will be supported by graphics silicon - Dedicated 2D engines AND full 3D engines Conformance tests under construction Applications 2D Hardware Acceleration SVG/Flash/ Font Packages etc..

Streaming Media Portability

Page 15 OpenMAX - Three Layer Solution ”Application Level” Media Application Portability Applications programmed using cross-vendor interfaces “Integration Level” Media Graph Portability Integrate media networks using standard interconnect protocols “Development Level” Media Component Portability Develop portable media components using low-level media APIs More media applications available on more platforms for more end-user value! Component vendors can ship more advanced functionality across more processors. Media silicon vendors reduce costs and time to market Portable and powerful media processing graphs can flexibly leverage available platform media components Streaming Media Infrastructure Portability Open, royalty-free standard IL DL AL OpenMAX defines three holistically designed media open standards to provide complete streaming media infrastructure portability

Page 16 OpenMAX IL Example Graph Standardized component interfaces enable flexible media graphs Includes multi-stream synchronization *.mp4 / *.3gp File Reader Clock for AV Sync Audio Decoder Audio Renderer Video Scheduler Video Renderer Speakers Display File AAC Audio MPEG4/ H.264 Video Time Data Video Decoder Decompressed Video OpenMAX IL Component Interfaces Enables components to be flexibly connected in any graph topology Example: MPEG-4 video synchronized with AAC audio decode

Page 17 OpenMAX Summary Created with strong industry consensus and participation - ARM, ATI, Beatnik, Broadcom, Emuzed, Fraunhofer, Freescale, Infineon, Intel, Motorola, Nokia, NVIDIA, Philips, SKY MobileMedia, Samsung, Sasken, Siemens, STMicroelectronics, Symbian, Texas Instruments Specification is open and royalty-free using Khronos IP framework - Delivered with sample implementations and conformance tests Available on wide variety of architectures and operating systems - To enable true streaming media portability 4Q051Q062Q063Q064Q06 OpenMAX IL 1.0 Specification and Conformance Process Released OpenMAX DL 1.0 Specification Released OpenMAX AL 1.0 Specification Target Release Date OpenMAX IL 1.0 Sample Implementation to be released OpenMAX IL 1.0 Conformance Tests to be released

Accelerated Embedded Audio

Page 19 OpenSL ES – Solving an Audio Crisis Many different proprietary audio APIs - Even playing a simple sound is different on different platforms No standard way to access any available hardware - Lots of work for developers to re-write code for every platform Need a unified native audio acceleration API - Targeting handheld devices API for games developers - low-latency sound generation for games - Advanced audio functionality: 3D positional audio, reverb, SP-MIDI Cross-platform foundation for a wide range of higher-level audio APIs - OpenAL, Java sound APIs (JSR-135 and JSR-234) Applications Audio Hardware High-level Audio Libraries

Page 20 Working Group Milestones Draft Specification External review Release OpenSL ES 1.0 Specification First face-to-face meeting Strong industry quorum of leading audio hardware and software companies. Open call for call for participation 4Q051Q062Q063Q064Q06

Industry Standard Embedded 3D

Page 22 OpenGL ES API 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 Fully extensible - Enables vendor differentiation and exploration of new functionality Eliminate Redundancy Eliminate Workstation Functionality ARB Feedback and Ratification Embedded Focus Workstation Focus Strong functionality in a small footprint e.g. <100KB software engines

Page 23 OpenGL ES – Central to Mobile 3D C/C++ Applications Scenegraph APIs M3G (JSR 184) Middleware Libraries Games Engines Java Applications Hardware OpenGL ES Engines Software OpenGL ES Engines Brings advanced 2D/3D graphics to a wide range of OS platforms “Close to the hardware” API provides portability AND flexibility Usable by higher- level graphics libraries JSR 239 Defining official Java Bindings to OpenGL ES Usable directly by applications

Page 24 API Must Evolve at the Right Speed 2004/52005/62006/7 OpenGL ES 1.0 3D running in software on CPU OpenGL ES 1.1 Enhanced 3D running on fixed-function hardware OpenGL ES 2.0 3D shaders running on programmable hardware – Fast enough to encourage and expose new capabilities Not too fast to prevent widespread adoption Shipping Products The need for a standard every 12 months is decreasing. The move to programmability needs careful management

Page 25 Shaders: Next Generation Mobile 3D Doom 3’s Zombies Far Cry’s Water Unreal’s Rocks Halo’s Ice 3D Today Fixed Functionality 3D Tomorrow - Shader Programmability Graphics industry is in the middle of a programmable revolution - Shader programs running on the GPU are enabling amazing new visual effects Graphics APIs will need to support shading languages - Enabling new visual effects to be created by developers

Page 26 OpenGL ES – Two Track Standard Two tracks - manage mobile graphics through programmable transition - With maximized portability and minimized platform costs OpenGL ES 2.0 ruthlessly eliminates redundancy – just like 1.X - Deprecates all fixed functionality that can be replaced by shaders - Significant reduction in engine cost and driver complexity Platforms can ship either or both 1.X and 2.X libraries - Cheaper, more flexible than one large driver with both fixed and programmable functions - With full backwards compatibility maintained in each track OpenGL ES 2.X does NOT replace OpenGL ES 1.X - Will always need lowest cost, non-programmable hardware for certain high-volume devices OpenGL ES 1.X – Fixed Function Acceleration OpenGL ES For software and fixed functionality hardware - All 1.X specifications are backwards compatible OpenGL ES 2.X – Programmable Acceleration OpenGL ES Vertex & pixel shaders through GLSL ES shading language - All 2.X specifications will be backwards compatible

Page 27 OpenGL 1.5 OpenGL ES 1.1 OpenGL OpenGL 1.3 OpenGL 2.0 OpenGL ES DNA Spec release OpenGL ES 2.X OpenGL ES 1.0 GLSL OpenGL ES 1.1 Extension Pack OpenGL ES 2.0 Provisional Specification Enhanced functionality for emerging hardware, seamless acceleration for M3G, additional power management Package of extensions that enhance functionality and reduce variability Eliminate redundancy and workstation functionality -> simple, streamlined API Minimized Fixed Function Shader programs using GLSL. Eliminate redundant fixed functionality –> simple, streamlined API. Supports remote compilation Roadmap track for programmable hardware Roadmap track for fixed function hardware Streamlined Subset New Functionality M3G (JSR-184) acceleration requirements M3G (JSR-184) acceleration requirements OpenGL ES 1.X Minimize differences between 1.X and 2.X tracks to ease programmable transition

Page 28 OpenGL ES Roadmap Stability and reducing fragmentation is currently the key concern - More important than new functionality in the current phase of market development - Industry is still absorbing and implementing current OpenGL ES specifications Shipping Products OpenGL ES 1.1 with hardware acceleration – “ Sweet Spot” OpenGL ES 2.0 accelerated products begin to ship OpenGL ES 2.0 Provisional specification finalized OpenGL ES 2.1 Absorbs proven extensions IF needed OpenGL ES 2.2 New functionality to meet PROVEN market needs OpenGL ES 2.1 accelerated products begin to ship OpenGL ES 1.1 will continue to be used in low-cost devices. 1.X specification will absorb proven extensions if needed OpenGL ES extensibility enables new functionality to be explored before adoption into the core specification

Page 29 OpenGL ES – More than Handhelds OpenGL ES will be available for Playstation 3 - Sony made public announcement at GDC in San Francisco in March All interactive demos at E3 were using OpenGL ES Powerful portability for console and handset titles - Previous generation console games can be deployed on 100s of millions of cell phones Application portability across a wide range of platforms THE POWER OF COOPERATIVE OPEN STANDARDS A growing infrastructure of OpenGL ES tools and platforms are creating one of the world’s largest opportunity for games developers

Page 30 Mobile 3D Graphics Ecosystem Tools Conformance Tests Benchmarks High-quality platforms Open API Standards Market demand for Handheld 3D Great 3D Applications Industry Cooperation OpenGL ES 1.1 Conformance Tests released Aug’05 with peer review conformance process. Working Group is tightening conformance and Khronos is developing OpenGL ES 2.0 tests Synergistic Development of authoring and acceleration standards under one body. Third party tools and debuggers. gDEBugger ES announced at GDC 2006 Khronos drives OpenGL ES roadmap to meet market needs Futuremark 3DMarkMobile06 JBenchmark 3D. Soon see consumer benchmark interest as on the PC?

Page 31 Graphic Remedy launches gDEBugger ES Game Developers Conference 2006 gDEBugger ES - Professional-grade OpenGL ES Debugger and Profiler - Brings gDEBugger's Debugging and Profiling to OpenGL ES - Acts as an emulator for OpenGL ES when working on Windows PC More details: NVIDIA booth Wednesday-Friday afternoon

Page 32 COLLADA – 3D Creation & Delivery Digital Asset Exchange Schema – making ISVs more productive - Enables combination of 3D authoring tools to increase the power of tool chains Packaging format for content delivery – including shaders and physics - COLLADA FX and COLLADA Physics included in new COLLADA 1.4 Strong synergy between COLLADA and OpenGL ES Collada enables shaders to authored and packaged using OpenGL ES Shading Language 3ds max Collada enables leading 3D authoring tools to work effectively together – lossless interchange of assets Collada 1.4 released in January 2006 – includes shader and physics data definitions to communicate advanced effects to OpenGL ES Tightly Integrated 3D Authoring and Deployment Stack Khronos considering work on a COLLADA FX API and associated run-time

Native Gaming Platform

Page 34 Good Titles Gaining Attention 2D3D Software3D with HW Acceleration Spider-Man 2 3D: NY Subway Sony Pictures Spider-Man 2 Activision Users place a premium on compelling media-enabled handsets - Smooth 3D gaming functionality, MP3 audio and TV in the palm of your hand - 3D benchmarks to enable consumer comparisons now appearing Users pay more for premium 3D gaming content % price increase for 3D games over 2D games is common - 3D UI/Avatar/messaging applications will enable new levels of personalization Multi-user content encourages higher network usage - OTA provisioning 3D applications and levels - Real-time, multi-player networking BUT – compelling media applications not happening fast enough. Systemic industry issues threaten to stall mobile media Spider-Man 2: The Hero Returns Sony Pictures

Page 35 Barriers to Great Mobile Content Barrier #1 - Platform Variability Each phone supports different selection of APIs Often available APIs do not work reliably - needs workarounds Need to port to and support 100s of platform variants Barrier #2 - Performance Java is architected for safety not speed Most handsets have no way to deploy a C native title The capability of OpenGL ES silicon is not being unleashed Titles are failing to meet customer expectations and cost more to port than to develop Price per title is being held artificially low Difficult for ISVs to get return on investment Holding back development of innovative content “Native Content Platform” 1. A cross-platform set of native APIs for media application development 2. A consistent method to provision, install and run native C applications across diverse platforms “Khronos Open Development Environment”

Page 36 OpenKODE Native API Platform Enable high-performance, source-portable, native media applications - Through a coherently designed API platform OpenKODE collects Khronos media APIs into a single platform - Rigorous conformance testing to ensure reliable API implementations Add “missing” APIs needed that prevent portable media applications - Input, Networking and OS resource abstraction Functionally similar to the DirectX platform - Except cross-platform, royalty-free and streamlined for mobile platforms Enable a native content platform familiar to PC and console developers - Encourage application porting and reduced learning curve for many developers 2D/3D2D Vector Gaming AudioStreaming Media New APIs provide abstracted access to: Input Networking OS Resources New APIs complete a coherent development environment for source portable media applications

Page 37 EGL – Central to OpenKODE EGL is evolving into a central resource and display manager to enable sophisticated mixed-mode operation between all the OpenKODE APIs EGL 1.0 / 1.1 Abstracted resource and display management for OpenGL ES. Derived from WGL EGL 1.2 Added integrated buffer management for high-efficiency mixed mode rendering between OpenGL ES and OpenVG EGL 2.0? Considering adding FBO-based constructs for sophisticated multi-client buffer sharing with asynchronous / isochronous event handling. Display compositing? EGL

Page 38 Need for Native Deployability OpenKODE needs to be available on maximum number of OS - For widest application portability Smartphone OS are able to download and link native applications - Windows Mobile, Symbian, Linux But >80% of the handheld market today uses feature phone OS - Many RTOS do not have the capability to link and load a native application OpenKODE considering defining formats to enable a on-handset linker - Enabling feature phones to download and link OpenKODE applications Include standardized dependency information - Enable dynamic download of OpenKODE libraries - Accelerate market ecosystem velocity OpenKODE needs to enable smart phones AND feature phones with a native media platform to provide the maximum market for OpenKODE applications

Page 39 OpenKODE and Java OpenKODE complements Java – low-level access to media acceleration - Use all Java infrastructure – provisioning, billing, key JSRs Possibly looking to leverage OSGi and JSR232 - For flexible component provisioning OpenKODE needs high-efficiency Java/native process communications - Possibly will use CHAPI Open standard APIs enable silicon vendors to export media acceleration capability Complete Java Environment Media Acceleration Silicon Java can use state-of-art media acceleration with portability across different silicon vendors JSR Bindings Higher- level native gaming engines and middleware

Page 40 OpenKODE Native Deployment JAR (ZIP) file Contains binary file Over-the-air download uses standard Java or OMA provisioning and billing Great 3D Content Link application and OpenKODE API binaries to create single binary – works even on RTOS with no native linking capability Interface with existing signature checking and DRM management to enable operators to control distribution domain Download dependency information to enable dynamic download of required OpenKODE API binaries and application binary VerifyLink Dependency Check

Page 41 Possible Consortium Liaisons Provisioning, DRM, Device Management Provisioning, Java interfaces OSGi – for flexible Java component provisioning KWISF WIPI 3.0 Adoption of OpenKODE Device Interfaces e.g. camera Carrier platform recommendations

Page 42 OpenKODE Milestones Aiming for OpenKODE 1.0 release in Keeping things as simple while delivering significant ISV benefit Restrict scope to media applications and games - Narrow focus will enable rapid development Maximize leverage of existing mobile infrastructure - E.g. enable flexible Java invocation of native libraries, applications and engines OpenKODE is NOT: - An operating system, DRM scheme, provisioning scheme or a carrier certification process - But it will interface will all of the above Working for wide industry adoption on many platforms - Java, Symbian, WIPI, Linux, Windows (through 3 rd parties), Brew, Nucleus 1Q062Q063Q06 First F2F meeting Call for participation and contributions 4Q06 First public deliverables 1Q07 Scope Agreed F2F April 24th

Page 43 Why Use Khronos Standards? Khronos is creating a complete, coherent media acceleration platform - To reduce development and deployment costs and increase market opportunity “Foundation Level” APIs - Close to the silicon – fundamental, flexible functionality needed on every platform Designed by industry experts - The industry leaders in media silicon, platforms and software are all Khronos members Flexible, fast-track roadmap evolution - Effective and streamlined process – specification updates every 12 months if needed Royalty-free - Khronos is committed to generating market opportunities for its members and the industry Any company is welcome to join Khronos! - Only $5,000 / year membership fees