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© Copyright Khronos Group, Page 1 Khronos Overview Neil Trevett Vice President Mobile Content, NVIDIA President, Khronos Group
© Copyright Khronos Group, Page 2 100Ms / year Pervasive Mobile Media Computing Handsets are becoming personal computing devices - not just phones - Your most personal computer – mobility, connectedness and numerous sensors Sophisticated media processing will be central to handheld revolution - Graphics and media will become as pervasive as it is on the PC Diverse applications will drive the need for handheld accelerated media - User Interface, 2D maps and 3D navigation, TV/Video, games … 80s Workstations 100Ks / year 90s PCs 10Ms / year 00s Handhelds Media Platforms
© Copyright Khronos Group, Page 3 Khronos Open Standards Khronos develops state-of-the-art open standards for the Authoring and Acceleration of graphics and media content - 3D and Vector 2D Graphics, Video, Imaging, Audio Khronos API standards provide Foundation-Level acceleration - Close-to-the-silicon access to media processors for efficiency and generality Khronos standards are royalty-free - For wide adoption on multiple platforms – reducing application source fragmentation Khronos APIs enable mobile software to be PORTABLE and to EFFICIENTLY use graphics and media acceleration
© Copyright Khronos Group, Page 4 Around 100 companies creating media authoring and acceleration standards
© Copyright Khronos Group, Page 5 Conformance Tests Khronos Participation Model Promoters Adopters Ratified Specifications Conformance Tests and Conformance Test Process. Typically $10K per API fee Conforming products can use API trademark and logo Openly and publicly distributed – free of charge, royalty free Board decides strategy – approves working groups, controls budget, ratifies specifications. $25,000 annual membership dues SDKs Free libraries, utilities, examples, open source Contributors Any company can join Khronos to participate in any number of working groups to produce specifications. $7,500 annual membership dues A Working Group for each API standard – one company one vote
© Copyright Khronos Group, Page 6 DirectX-like API set with OS Abstraction and API Interoperability Khronos Standards Ecosystem Embedded Media APIs Vector 2D Streaming Media Enhanced Audio Dynamic Media Authoring Dynamic Media Authoring Standards Cross platform desktop 3D 3D Authoring Open Standards Effects Framework AL Safety Critical 3DEmbedded 3D IL Streaming Media System Integration Open Standards for window systems DL CODEC and media component portability System Integration Standards Application Acceleration APIs Family of Market-focused 3D APIs Bridging 3D Authoring and Acceleration for advanced visual effects
© Copyright Khronos Group, Page 7 We Are Here - OpenGL ES 1.1 is widespread - OpenVG is in adoption ramp - OpenMAX is in adoption ramp Mid-2005 OpenVG 1.0 Spec release Market adoption in media-accelerated handsets Mid-2004 OpenGL ES 1.1 Spec release Beginning-2006 OpenMax IL 1.0 Spec release THIS MONTH OpenSL ES 1.0 and OpenMAX AL 1.0 Spec release 100% 3D Graphics Vector 2D Streaming Media Enhanced Audio Adoption of Embedded Khronos APIs News Flash!
© Copyright Khronos Group, Page 8 Penetration of Native Media APIs
© Copyright Khronos Group, Page 9 OpenGL ES Applications and Devices OpenGL ES 1.1 has become the most widely deployed 3D API - Used in diverse applications, devices and markets Advanced User Interfaces - iPhone uses OpenGL ES 3D Navigation - Google Earth and 3D city data Mobile Games - $7.2Bn market in 2010 (Informa) Nokia N93, iPhone, Sony PS3 All use OpenGL ES 1.1 Nokia N93, iPhone, Sony PS3 All use OpenGL ES 1.1
© Copyright Khronos Group, Page 10 3D Small footprint 3D for embedded systems Complete Khronos Media Stack Vector 2D Low-level vector acceleration API Media Engines – CPUs, DSP, Hardware Accelerators etc. Platform Media Frameworks IL SOUND Enhanced audio Image Libraries, Video Codecs, Sound Libraries Component interfaces for codec integration AL Playback and recording interfaces 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 Graphics surface management for efficient mixed mode 2D/3D/video rendering Accelerated media primitives for codec development DL
© Copyright Khronos Group, Page 11 A SET of native APIs to de-fragment mobile application development. Like DirectX – but an open standard for mobile platforms SOURCE PORTABILITY for rich media applications Operating System Abstraction APIs Define APIs to isolate applications from operating system differences Media APIs with defined and tested Interoperability Include Khronos media APIs and define how they work together
© Copyright Khronos Group, Page 12 Media Acceleration GPU / DSPs / CPUs Kernel Operating System (e.g. Rex, Symbian OS, Windows Mobile, Linux, Nucleus) Native Applications OpenKODE API Set OpenKODE Core OS Abstraction Enhanced Audio 3D Vector 2D Streaming Media AL EGL Surface abstraction and Trans-API Communication 3D Game Engines TV/Video/Audio Players User Interface Native Applications Flash/SVG Players Software Platform (e.g. Brew, Symbian UIQ, S60, WIPI) Java Applications Java JVM Bindings
© Copyright Khronos Group, Page 13 OpenKODE Components Trans-API Conformance Tests 3D Enhanced Audio Vector 2D OpenKODE Core Events, IO, files, memory, threads, strings, math, locale, time, networking, windowing, crypto, debug EGL Trans-API Communication Streaming Media POSIX-like APIs - mandatory for a compliant OpenKODE. Standalone conformance tests Selected Media APIs PLUS any EGL necessary for those APIs to communicate. (OpenGL ES 2.0, OpenMAX AL 1.0 and OpenSL ES 1.0 will be in OpenKODE 1.1 – added through extensions to OpenKODE 1.0) A conformant OpenKODE must pass all individual conformance tests PLUS trans-API tests to ensure APIs can communicate and operate concurrently OpenKODE provides RELIABLE foundation-level acceleration for media applications that MIX multiple media types
© Copyright Khronos Group, Page 14 SoftBank Mobile Announcement New-generation mobile platform will provide native access to OpenKODE - POP-I – Portable Open Platform Initiative Mandated native API set for advanced UI and games
© Copyright Khronos Group, Page 15 OpenKODE Milestones OpenKODE 1.0 Provisional released at 3GSM Twelve months from kick-off meeting to specification on web-site - Encouraging developer feedback before spec finalization Full conformance tests being prepared in parallel with specification - Written by Futuremark – tests OpenKODE Core AND trans-API operation 1Q072Q073Q07 OpenKODE 1.0 Provisional Release 4Q071Q08 Provisional Conformance Tests to be Released 2Q083Q08 OpenKODE 1.1? Release – add OpenMAX and OpenSL ES support OpenKODE 1.0 Final Release Target with full conformance tests
© Copyright Khronos Group, Page 16 OpenKODE D Video Textures EGL is a Khronos API for abstracting rendering surfaces - OpenKODE 1.1 working to define how surfaces shared between OpenGL ES and OpenMAX - Aiming to eliminate unnecessary copies for power and processing efficiency Without EGLImage the application must copy the OpenMAX buffer into an OpenGL ES texture MPEG Video OpenMAX MPEG-4 Decode OpenMAX Buffer OpenGL ES 3D Engine glTeximage2D Surface An EGLImage surface can be used as both the destination of the decode and a texture without copying the data MPEG Video OpenMAX MPEG-4 Decode EGLImage Surface OpenGL ES 3D Engine Data copy wastes cycles and space
© Copyright Khronos Group, Page 17 Raising 2D and 3D Visual Quality Older generation APIs Provide rudimentary graphics functionality and quality State-of-the-art APIs enable compelling consumer displays Advanced functionality, fast interactivity and extremely high quality High-quality 2D graphics using OpenVG High-quality 3D displays using OpenGL ES Video processing with OpenMAX
© Copyright Khronos Group, Page 18 COLLADA = Powerful Authoring COLLADA is a XML database schema for 3D assets - Can hold geometry, animation, visual effects, physics – everything to do with a scene COLLADA transports 3D assets between applications - Enables binding of diverse DCC and 3D processing tools into a production pipeline COLLADA can be lossless – never lose information - Retains all information - even multiple versions of the same asset COLLADA is an open, archive-grade format that retains meta information - When your DCC tool upgrades, you keep your assets Custom Tools COLLADA is non-destructive and so supports round- tripping of tools to enable powerful authoring pipelines
© Copyright Khronos Group, Page 19 COLLADA Momentum COLLADA 1.4 supported by all major tools and thousands of users - 3ds Max, Photoshop CS3, Blender, DAZ|Studio, C4 Game Engine, Poser - NVIDIA FX Composer, Google Earth, Houdini, Maya, Sketchup, and XSI DAZ|Studio 1.7 exports COLLADA - Complete export of mesh, skinning, rigging, lighting, camera, and animation data. Caligari trueSpace7.5 exports COLLADA Adobe Photoshop CS3 Extended imports COLLADA - For texture editing on 3D objects
© Copyright Khronos Group, Page 20 COLLADA UI Bringing 2D vector graphics to COLLADA file format Enables deep intermixing of 2D and 3D graphics Support for 2D and 3D Font libraries Font glyphs to support effects and animation for advanced rendering
© Copyright Khronos Group, Page 21 COLLADA Conditioning Conditioning pipelines take authored assets and: 1. Strips out authoring-only information 2. Re-sizes to suit the target platform 3. Compresses and formats binary data for the target platform Different target platforms can use the same asset database with the appropriate conditioning pipeline Multiple tools create assets and scenes in a COLLADA Database Conditioning Pipeline COLLADA is an interchange format - not a delivery format or a scene graph
© Copyright Khronos Group, Page 22 Application Runtime API glFX – Effects Framework - Existing Khronos standards - New glFX standard COLLADA FX Textures, shaders programs, geometry, control and pass information COLLADA File format for 3D asset interchange – widely adopted by DCC tools vendors and Google, Adobe, Epic etc. Runtime file format glFX File Format - OPTIONAL Contains effects optimized for deployment Conditioning OpenGL 2.1 / OpenGL 3.0 / ES 2.0 (Also ES 1.1 / Mount Evans) glFX Run-time API Application traverses scene data, uses the glFX Runtime API to use effects information to setup the rendering pipeline
© Copyright Khronos Group, Page 23 Benefits of One Organization OpenGL and OpenGL ES are now evolving under one IP framework - Design innovations can be freely shared between the APIs OpenGL and OpenGL ES can share same resources and outreach - Common Conformance tests, marketing and web-site, tool chains etc. OpenGL and OpenGL ES Working Groups will remain independent - Both groups will be able to make decisions that best serve their own markets Embedded Markets Desktop Markets Architectural design expertise Market feedback on streamlining functionality Momentum - hundreds of millions of OpenGL ES devices
© Copyright Khronos Group, Page 24 OpenGL Roadmap Synergy OpenGL ES has leveraged desktop OpenGL architecture - OpenGL ES 1.1 streamlined OpenGL OpenGL ES 2.0 streamlined OpenGL 2.0 and the GLSL shading language Next Generation OpenGL 3 and Mount Evans leverages OpenGL ES Learning from the streamlining of OpenGL ES 2.0 core OpenGL ES will benefit from the architectural innovation of Mount Evans - Nexgen OpenGL ES – Halti will use desktop innovations for performance and functionality OpenGL 1.5/2.0 Architectural Foundation OpenGL ES 1.1/2.0 Functional Streamlining OpenGL 3 / Mount Evans Architectural Streamlining and next generation functionality Halti Next generation functionality for embedded markets
© Copyright Khronos Group, Page 25 OpenGL 3 and Mount Evans OpenGL 3 – before end of Architectural streamlining of OpenGL - Elimination of fixed functionality – evolving work in OpenGL ES New object model for speed and simpler programming - GL allocates handles, Direct editing, Efficient state grouping, Efficient sharing OpenGL 3 provides backwards compatibility - OpenGL 3 requires a new context - Both OpenGL 2.1 and OpenGL 3 contexts may bind to same drawable - Legacy code and LP code may peacefully co-exist - developers migrate at their own pace Mount Evans – early Adds significant new features to OpenGL 3 - Geometry shaders - Greatly increased integer support in the OpenGL Shading Language - Stream out of vertex data to a buffer object - Texture arrays - Texture buffer objects - Numerous new texture formats - Instanced rendering
© Copyright Khronos Group, Page 26 Khronos 2007 Milestones OpenMAX IL 1.1 Public Release with Conformance Tests OpenKODE 1.0 Provisional Released 1Q07 iPhone launched – uses OpenGL ES 1.1 for UI and display composition COLLADA Adopted by Adobe for Photoshop CS3 OpenVG 1.0 Conformance Tests Released OpenVG 1.0 Reference Implementation open sourced 2Q07 glFX Working Group Announced OpenWF Working Group Announced COLLADA UI TSG Announced OpenGL 3 features revealed 3Q07 OpenMAX AL 1.0 Provisional Released OpenSL ES 1.0 Provisional Released OpenVG 1.1 Public Release OpenKODE 1.0 Final Release COLLADA Conformance Tests Release OpenGL 3 Release 4Q07
© Copyright Khronos Group, Page 27 Foundation Level APIs to enable software to effectively use silicon - Close to the silicon – fundamental functionality needed on every platform Synergistic mix of authoring and acceleration standards - Being designed together Hundreds of man years invested - Beyond any single company now to produce specifications of this breadth and depth Royalty-free - Khronos is committed to generating market opportunities for its members and the industry Why Are Khronos Standards Key?
© Copyright Khronos Group, Page 28 Help Khronos Help You! Please consider joining Khronos! - Developer feedback and participation is always very welcome Please review our specifications and provide feedback - Public forums and developer resources here - Slides and Khronos membership details at
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