© Copyright Khronos Group, 2006 - Page 1 Khronos and OpenGL ES Status Neil Trevett Vice President Embedded Content, NVIDIA President, Khronos.

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Presentation transcript:

© Copyright Khronos Group, Page 1 Khronos and OpenGL ES Status Neil Trevett Vice President Embedded Content, NVIDIA President, Khronos

© Copyright Khronos Group, Page 2 Khronos News – SIGGRAPH 2006 COLLADA gains strong Momentum since joining Khronos one year ago Used by all major authoring tools as 3D asset exchange standard Adopted as an import format by Google Earth Essential to OpenGL and OpenGL ES for FX Framework and authoring Defining a complete native API set for handheld media applications Like DirectX for cell phones – except cross-platform and an open standard Gaining strong support from Wireless Operators – Vodafone joins Khronos Includes OpenGL ES for 2D/3D graphics Khronos membership close to 120 – Apple, Google, Dell and S3 join All active members of OpenGL ARB have joined / joining Intel and Samsung have seats on Board of Promoters – Apple will soon Khronos now driving dynamic media standards for embedded and desktop

© Copyright Khronos Group, Page 3 Khronos Dynamic Media Ecosystem Embedded Media Acceleration APIs 2D/3D Vector 2D Streaming Media Enhanced Audio “DirectX-like” set of native APIs Includes mixed media acceleration and OS portability APIs 3D Authoring Dynamic Media Authoring Dynamic Media Authoring Standards Cross platform 2D/3D Cross-platform graphics authoring/acceleration Ecosystem

© Copyright Khronos Group, Page 4 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

© Copyright Khronos Group, Page 5 OpenGL ES 1.x Current Work & Roadmap Future versions (1.2) on hold until demonstrated market need exists - OpenGL ES 1.x content marketplace best served by stability - OpenGL ES 1.1 Extension Pack (2005) provides future direction for those that need it - Will release OpenGL ES 1.2 when and if it is needed Actively supporting OpenGL ES 1.1 and create healthy content market - Spec clarifications and bug fixes - Improvements to conformance tests - Drive more consistent behavior and more reliable implementations - Documentation - Implementer’s Guide (Mark Callow, HI Corp) - Man Pages (Ross Thompson, NVIDIA) - Education: Khronos Developer University worldwide series - Building Community - Programming contest - Support for Open Source (Hans-Martin Will, Vincent) - Encouraging tools and infrastructure – gDEBugger from Graphic Remedy

© Copyright Khronos Group, Page 6 OpenGL ES 2.0 Status Final specification planned for 4Q06 - OpenGL ES 2.0 provisional specification released at SIGGRAPH 2005 Making sure the standard is rock solid when released - Conformance tests will ship with the final specification - Requiring two working implementations to shake out the spec Raising the bar for OES extensions - Require conformance test before promotion to OES status - Require one working implementation

© Copyright Khronos Group, Page 7 OpenGL in Khronos Can synergize resources and outreach - Common Conformance tests, marketing and web-site, tool chains etc. API collaboration - OpenGL, OpenGL ES, COLLADA, OpenKODE (EGL and debugging), OpenVG OpenGL and OpenGL ES Working Groups will remain independent - Both groups will be able to make decisions that best serve their own markets - OpenGL Working Group for desktop graphics - OpenGL ES Working Group for embedded graphics Next Generation architectural firepower Market feedback on streamlining functionality Momentum - hundreds of millions of OpenGL ES devices Integrated Authoring and Effects Framework Embedded Markets Desktop Markets

© Copyright Khronos Group, Page 8 OpenGL Roadmap Synergy OpenGL is now foundation of coherent family of market-focused APIs - Strong roadmap synergy between OpenGL, OpenGL ES and COLLADA “OpenGL 3.0” could use OpenGL ES 2.0 design for lean and mean core - Add nexgen performance, shaders (geometry, sample, uniforms), tool integration, object model Both APIs can share same conformance test foundation - Significant recent investment in OpenGL ES conformance tests by Khronos OpenGL 1.5/2.0 Architectural Foundation OpenGL ES 1.1/2.0 Functional Streamlining “OpenGL 3.0” Next generation functionality starting with OpenGL ES 2.0 streamlined core “OpenGL ES 3.0” Streamlining next generation functionality for embedded markets Inter-generational Roadmap Synergy