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“Broadcast GL” Presentation to OpenGL ARB March 1999 Rob Glidden

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Presentation on theme: "“Broadcast GL” Presentation to OpenGL ARB March 1999 Rob Glidden"— Presentation transcript:

1 “Broadcast GL” Presentation to OpenGL ARB March 1999 Rob Glidden robg@quadramix.com

2 Outline Overview Status Relation to ARB

3 Overview

4 What is BGL? “Conformant profile/extension of OpenGL for broadcast-enabled receivers” –Launched Jan 1999 –Goal of public specification by May 1

5 Participants ATI Broadcom 3Dlabs Metabyte NVIDIA Philips PLATINUM Quadramix Reader LLC SONY Stellar Semiconductor Wind River

6 Why BGL? New devices –Digital set tops –Internet devices –Consumer media “appliances” New capabilities –Rapidly expanding graphics –High-bandwidth communication interfaces New standards –“Interactive broadcast services” –ATSC/DASE, AICI, DVB, MHEG, W3C, Web3D, ATVEF, MPEG4 Cross platform “media API” needed

7 Schedule Launched Jan 1999, monthly meetings Feb 1 Requirements, data evaluation Mar 1 1st internal draft Apr 1 Public review draft May 1 Proposal 1.0

8 Requirements 1 Compositor –Cross-platform API for display of synchronous integrated media 2 Surfaces –Video, 2D, 3D, text, and vector content to be composited 3 Build on existing 2D, video APIs 4 3D Profile –Profile/adaptation of OpenGL for broadcast environments

9 1.0 Compositor 1.1 Compositing of multiple surfaces 1.2 Run-time performance profiling for scaleable content 1.3 Performance optimizations must not require content awareness

10 2.0 Surfaces 2.1 Support multiple rendering contexts 2.2 Support synchronized composition 2.3 Support domain-specific rendering methodologies 2.4 Multiple surface composition 2.5 Surfaces as buffers

11 3.0 Build on existing APIs 3.1 Enable transition from existing video, 2D, and vector/font rendering APIs 3.2 Support animated images

12 4.0 Profiling/Adapting OpenGL 4.1 Operate in embedded contexts 4.2 Operate in footprint-constrained contexts 4.3 Support range of rendering architectures 4.4 Enable high-performance, feature-rich media 4.5 Conformant

13 Status

14 “Profiling” Tried application-based profiles –Profiled OpenGL calls GL games, VRML browsers –Did not work No common architecture theme Considering “architecture” profiles –Color formats, display lists, buffers Device constraints are moving target –32 meg designs appearing

15 “Surfacing API” Two proposals –“OpenGL agnostic” Surfaces are not OpenGL buffers Could be implemented without OpenGL –“OpenGL centric” Uses OpenGL buffers Requires OpenGL Currently merging proposals –Leaning to “OpenGL agnostic” Contacts with UGL, SVG, MHEG, others

16 Relation with ARB

17 Issue: Long-Term Home No group decision yet –Time-to-market, IP concerns expressed Options –3D Profile in ARB? Assumed continued OpenGL licensing –Surfacing API ARB, or other standards organization? Possible IP-free or open source? Need to avoid adding IP to existing 2D APIs Depends on OpenGL “centric” v. “agnostic”? –Other options?

18 More Info Rob Glidden - robg@quadramix.com Andy Fischer - afischer@metabyte.com


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