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WMP Overview 3/25/2017 Khronos Overview

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Presentation on theme: "WMP Overview 3/25/2017 Khronos Overview"— Presentation transcript:

1 WMP Overview 3/25/2017 Khronos Overview Neil Trevett Vice President Mobile Content, NVIDIA President, Khronos Group Copyright 2005, All rights reserved

2 Pervasive Mobile Media Computing
WMP Overview 3/25/2017 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 … 100Ms / year 10Ms / year 100Ks / year Made text bigger – too hard to see from back of room Media Platforms 80’s Workstations 90’s PCs 00’s Handhelds Copyright 2005, All rights reserved

3 Khronos Open Standards
WMP Overview 3/25/2017 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 2005, All rights reserved

4 WMP Overview 3/25/2017 Around 100 companies creating media authoring and acceleration standards Copyright 2005, All rights reserved

5 Khronos Participation Model
Any company can join Khronos to participate in any number of working groups to produce specifications. $7,500 annual membership dues Promoters Board decides strategy – approves working groups, controls budget, ratifies specifications. $25,000 annual membership dues Contributors A Working Group for each API standard – one company one vote Conformance Tests and Conformance Test Process. Typically $10K per API fee Openly and publicly distributed – free of charge, royalty free Ratified Specifications Conformance Tests SDKs Free libraries, utilities, examples, open source Adopters Conforming products can use API trademark and logo

6 Khronos Standards Ecosystem
Dynamic Media Authoring Standards Dynamic Media Authoring 3D Authoring Bridging 3D Authoring and Acceleration for advanced visual effects Open Standards Effects Framework Family of Market-focused 3D APIs Vector 2D Safety Critical 3D Cross platform desktop 3D Embedded 3D AL Application Acceleration APIs Streaming Media Enhanced Audio Embedded Media APIs “DirectX-like” API set with OS Abstraction and API Interoperability System Integration Standards DL IL CODEC and media component portability Streaming Media System Integration Open Standards for window systems

7 Adoption of Embedded Khronos APIs
WMP Overview 3/25/2017 Adoption of Embedded Khronos APIs We Are Here - OpenGL ES 1.1 is widespread - OpenVG is in adoption ramp - OpenMAX is in adoption ramp Market adoption in media-accelerated handsets 100% 3D Graphics Vector 2D Enhanced Audio Streaming Media Mid-2004 OpenGL ES 1.1 Spec release Mid-2005 OpenVG 1.0 Spec release Beginning-2006 OpenMax IL 1.0 Spec release THIS MONTH OpenSL ES 1.0 and OpenMAX AL 1.0 Spec release News Flash! Copyright 2005, All rights reserved

8 Penetration of Native Media APIs
WMP Overview 3/25/2017 Penetration of Native Media APIs Copyright 2005, All rights reserved

9 OpenGL ES Applications and Devices
WMP Overview 3/25/2017 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 Copyright 2005, All rights reserved

10 Complete Khronos Media Stack
WMP Overview 3/25/2017 Complete Khronos Media Stack 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.) AL Playback and recording interfaces Platform Media Frameworks SOUND Enhanced audio 3D Small footprint 3D for embedded systems Vector 2D Low-level vector acceleration API Component interfaces for codec integration IL EGL Graphics surface management for efficient mixed mode 2D/3D/video rendering Image Libraries, Video Codecs, Sound Libraries Accelerated media primitives for codec development DL Media Engines – CPUs, DSP, Hardware Accelerators etc. Khronos defines low-level, FOUNDATION-level APIs. “Close to the hardware” abstraction provides portability AND flexibility Copyright 2005, All rights reserved

11 SOURCE PORTABILITY for rich media applications
A SET of native APIs to de-fragment mobile application development. Like DirectX – but an open standard for mobile platforms Operating System Abstraction APIs Define APIs to isolate applications from operating system differences SOURCE PORTABILITY for rich media applications Media APIs with defined and tested Interoperability Include Khronos media APIs and define how they work together

12 TV/Video/Audio Players OpenKODE Core OS Abstraction
OpenKODE API Set Software Platform (e.g. Brew, Symbian UIQ, S60, WIPI) Java JVM Native Applications Java Applications User Interface Native Applications 3D Game Engines Flash/SVG Players TV/Video/Audio Players Bindings OpenKODE Core OS Abstraction 3D Vector 2D Streaming Media AL Enhanced Audio EGL Surface abstraction and Trans-API Communication Media Acceleration GPU / DSPs / CPUs Kernel Operating System (e.g. Rex, Symbian OS, Windows Mobile, Linux, Nucleus)

13 OpenKODE Components A conformant OpenKODE must pass all individual conformance tests PLUS trans-API tests to ensure APIs can communicate and operate concurrently Trans-API Conformance Tests 3D Vector 2D EGL Trans-API Communication 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) Enhanced Audio Streaming Media OpenKODE Core Events, IO, files, memory, threads, strings, math, locale, time, networking, windowing, crypto, debug POSIX-like APIs - mandatory for a compliant OpenKODE. Standalone conformance tests OpenKODE provides RELIABLE foundation-level acceleration for media applications that MIX multiple media types

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

15 OpenKODE Milestones OpenKODE 1.0 Provisional released at 3GSM 2007
WMP Overview 3/25/2017 OpenKODE Milestones OpenKODE 1.0 Provisional released at 3GSM 2007 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 OpenKODE 1.0 Final Release Target with full conformance tests OpenKODE 1.1? Release – add OpenMAX and OpenSL ES support OpenKODE 1.0 Provisional Release 1Q07 2Q07 3Q07 4Q07 1Q08 2Q08 3Q08 Provisional Conformance Tests to be Released Copyright 2005, All rights reserved

16 OpenKODE 1.1 - 3D Video Textures
WMP Overview 3/25/2017 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 Data copy wastes cycles and space MPEG Video OpenMAX MPEG-4 Decode OpenMAX Buffer glTeximage2D Surface OpenGL ES 3D Engine 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 Copyright 2005, All rights reserved

17 Raising 2D and 3D Visual Quality
WMP Overview 3/25/2017 Raising 2D and 3D Visual 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 Older generation APIs Provide rudimentary graphics functionality and quality Copyright 2005, All rights reserved

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 COLLADA is non-destructive and so supports round-tripping of tools to enable powerful authoring pipelines Custom Tools

19 WMP Overview 3/25/2017 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 2005, All rights reserved

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

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 COLLADA is an interchange format - not a delivery format or a scene graph Multiple tools create assets and scenes in a COLLADA Database Conditioning Pipeline Conditioning Pipeline

22 glFX – Effects Framework
WMP Overview 3/25/2017 glFX – Effects Framework COLLADA File format for 3D asset interchange – widely adopted by DCC tools vendors and Google, Adobe, Epic etc. - Existing Khronos standards - New glFX standard COLLADA FX Textures, shaders programs, geometry, control and pass information Conditioning Runtime file format glFX File Format - OPTIONAL Contains effects optimized for deployment 1) The DCC application creates COLLADA FX ES 2 profile content (geometry, animation, material, effect, lights) and shaders. This can be a modeling package, level editor, some sort of YSIWYG rendering tool. 2) Once COLLADA content (reference to image data / materials which associate effects with parameters / instances of materials on geometry / lights / scene hierarchy / skinning information / shaders, effects, techniques or referenced to an external file (CgFx or MS FX) ) is created, it is fed into the conditioner pipeline. Here, the content is made more HW friendly and compressed. Might create indexed geometry, tri-strips. Compress textures, filter out duplicate shaders, etc. The result is the scene binary, which contains all data needed for the rendering (game) engine at deployment time, and the FX ES binary containing shaders, in binary form, or portable form, multi-pass information, techniques, render state information etc. 3) The game engine traverses its optimized scene data, uses the FX ES runtime API to extract what it needs out of the FX ES binary. It can also use the runtime to test techniques in the binary depending on the underlying hw capabilities. 4) The FX ES binary should allow for storing different techniques for the same effect depending on HW capabilities. Maybe also can express the use of OpenGL ES extensions as a set of techniques. Application Runtime API glFX Run-time API Application traverses scene data, uses the glFX Runtime API to use effects information to setup the rendering pipeline OpenGL 2.1 / OpenGL 3.0 / ES (Also ES 1.1 / Mount Evans) Copyright 2005, All rights reserved

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 Architectural design expertise Embedded Markets Desktop Markets Market feedback on streamlining functionality Momentum - hundreds of millions of OpenGL ES devices

24 OpenGL Roadmap Synergy
OpenGL ES has leveraged desktop OpenGL architecture OpenGL ES 1.1 streamlined OpenGL 1.5 OpenGL ES 2.0 streamlined OpenGL 2.0 and the GLSL shading language Next Generation OpenGL 3 and “Mount Evans” leverages OpenGL ES 2.0 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 “Halti” Next generation functionality for embedded markets OpenGL ES 1.1/2.0 Functional Streamlining OpenGL 1.5/2.0 Architectural Foundation “OpenGL 3 / Mount Evans” Architectural Streamlining and next generation functionality

25 OpenGL 3 and Mount Evans OpenGL 3 – before end of 2007
Architectural streamlining of OpenGL Elimination of fixed functionality – evolving work in OpenGL ES 2.0 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 2008 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

26 Khronos 2007 Milestones 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 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 IL 1.1 Public Release with Conformance Tests OpenKODE 1.0 Provisional Released 1Q07

27 Why Are Khronos Standards Key?
“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

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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