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© Copyright Khronos Group, 2006 - Page 1
Open Standards for Media Open Standards for Media Authoring and AccelerationAuthoring and Acceleration
Neil TrevettVice President Embedded Content, NVIDIA
President, Khronos
© Copyright Khronos Group, 2006 - Page 2
Khronos - Creating Open StandardsKhronos - Creating Open Standards
Open MembershipAny company is welcome
Funded by membership dues - $5K / year
Open Standards Publicly available on web-site
Royalty-free
Khronos has a PROVEN reputation for the TIMELY creation of HIGH-QUALITY,
ROYALTY-FREE standards
Khronos has a PROVEN reputation for the TIMELY creation of HIGH-QUALITY,
ROYALTY-FREE standards
Open Standards for Media Authoring and Acceleration
© Copyright Khronos Group, 2006 - Page 3
Khronos Tech Talks AgendaKhronos Tech Talks Agenda
Khronos TechTalk Schedule - Siggraph 2006 - Wednesday August 2ndSession Time Finish DescriptionNeil Trevett, NVIIDA 10:00 10:30 Khornos Overview and OpenKODEDan Ginsburg, ATI 10:30 11:00 Advanced Rendering Techniques with OpenGL ES v1.1+Eisaku Ohbuchi, DMP 11:00 11:30 Samurai Enlightened: OpenGL ES 1.1 + Techniques and BeyondKristof Beets, Imagination 11:30 12:00 OpenGL ES Performance RecommendationsTom Olson, TI 12:00 12:25 Shaders Go Mobile: An Introduction to OpenGL ES 2.0Steve Wilkinson, TI 12:25 12:50 Now and Then: Moving from OpenGL ES 1.1 to ES 2.0Yaki Tebeka, Graohic Remedy 12:50 13:20 OpenGL ES debugging and profiling techniques using gDEBugger ESHans-Martin Will, Vincent 13:20 13:45 Open Source Efforts around OpenGL ES APIYoshio Kuniyoshi, Acrodea 13:45 14:15 User Interface and other mobile applications using OpenGL ESHwanyong Lee, Huone 14:15 15:00 OpenVG: How to Program advanced 2D vector graphicsKristof Beets, Imagination 15:00 15:15 OpenVG SDK for PowerVR MBX
© Copyright Khronos Group, 2006 - Page 4
Khronos News – SIGGRAPH 2006Khronos News – SIGGRAPH 2006OpenGL ARB has voted to pass control of OpenGL to KhronosOpenGL 2.1 specification released here at SIGGRAPHgDEBugger Academic Program – free OpenGL tools for academia
COLLADA gains strong Momentum since joining Khronos one year agoUsed by all major authoring tools as asset exchange standardAdopted as an import format by Google Earth
Defining a complete native API set for handheld media applicationsLike DirectX for cell phones – except cross-platform and an open standard
Gaining strong support from Wireless Operators – Vodafone joins Khronos
Khronos membership hits close to 120 – Apple, Google and Dell joinIntel and Samsung now have seats on Board of Promoters
Khronos now driving dynamic media standards for embedded and desktop
© Copyright Khronos Group, 2006 - Page 5
Khronos Dynamic Media EcosystemKhronos Dynamic Media Ecosystem
Embedded Media Acceleration APIs
2D/3D Vector 2D Streaming Media Enhanced Audio
“DirectX-like” set of native APIsIncludes 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, 2006 - Page 6
Over 100 companies creating media authoring and acceleration standards
© Copyright Khronos Group, 2006 - Page 7
OpenGL in KhronosOpenGL 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, 2006 - Page 8
OpenGL Roadmap SynergyOpenGL 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 1.5/2.0Architectural Foundation
OpenGL ES 1.1/2.0Functional
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
© Copyright Khronos Group, 2006 - Page 9
COLLADA = 3D Asset InterchangeCOLLADA = 3D Asset Interchange• COLLADA is designed to transport assets between applications- Binds diverse DCC and 3D processing tools into a production pipeline- Developers and tool makers build on each other's strengths without reinventing the wheel
• COLLADA is a XML database schema for 3D assets- COLLADA is an interchange format- COLLADA is an intermediate format- COLLADA is not a delivery format and not a scene graph
• COLLADA can be lossless- COLLADA enables interoperability between DCC tools- COLLADA can be a source format that retains all information- Even multiple versions of the same asset
• COLLADA is comprehensive- COLLADA can encode visual scenes – including shaders and physics- COLLADA can contain libraries of assets
• COLLADA is an open, archive-grade format that retains meta information- When your DCC tool upgrades, you keep your assets
© Copyright Khronos Group, 2006 - Page 10
COLLADA MomentumCOLLADA Momentum• COLLADA 1.4 – released in 1H06 - supports advanced effects- COLLADA FX – shader effects, COLLADA Physics - physics effects
• Already supported by all major tools and thousands of users- 3ds Max, Blender, DAZ|Studio, Feeling Viewer, FX Composer - Google Earth, Houdini, Maya, Sketchup, and XSI
• Google Earth v4 imports COLLADA - KML v2.1 imports COLLADA models such as buildings, monuments, and statues- Full support for textures and level of detailing
• Unreal Engine 3 using COLLADA- To enable assets to be imported from any authoring tool
© Copyright Khronos Group, 2006 - Page 11
COLLADA Milestones – What’s NextCOLLADA Milestones – What’s Next
• Adding support for OpenGL ES 2.0 shaders• Full shader FX framework for OpenGL and OpenGL ES• Richer asset types• Asset Conditioning – scaling assets to platform capabilities• Integration of audio and video assets• Run-time and delivery formats
2H04 1H05 2H05 1H06 2H06
COLLADA Becomes Khronos Working Group
COLLADA Adopted by Google as import format for Google Earth
COLLADA 1.0 released by Sony at SIGGRAPH
COLLADA 1.4 Released
1H07
First COLLADA Textbook
OpenGL ES 2.0 supported
Conformance Tests Released
© Copyright Khronos Group, 2006 - Page 13
Mid-2005OpenVG 1.0 Spec release
Adoption of Khronos Embedded Adoption of Khronos Embedded APIsAPIs
Silicon Designs in progress
Rapid adoption when silicon ships
Widespread, cross-platform availability
Market adoption in media-accelerated handsets
Mid-2004OpenGL ES 1.1
Spec release
Beginning-2006OpenMax IL 1.0
Spec release
End-2006OpenSL 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%
2D/3
D
Vect
or 2
D
Stre
amin
g M
edia
Enha
nced
Aud
io
End-2007
© Copyright Khronos Group, 2006 - Page 14
OpenGL ES – Two Track StandardOpenGL 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 AccelerationOpenGL ES 1.1- For software and fixed functionality hardware- All 1.X specifications are backwards compatible
OpenGL ES 2.X – Programmable AccelerationOpenGL ES 2.0- Vertex & pixel shaders through GLSL ES shading language- All 2.X specifications will be backwards compatible
© Copyright Khronos Group, 2006 - Page 15
OpenGL ES 2.0 StatusOpenGL ES 2.0 Status• OpenGL ES 2.0 draft specification released at SIGGRAPH 2005- Final specification planned for 4Q06
• 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, 2006 - Page 16
OpenVG – Accelerated Vector GraphicsOpenVG – 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 2005- Open, royalty-free standard- Developed in just 12 months
• Uses OpenGL-style syntax- Easy to learn for OpenGL developers
• Can be supported by EXISTING silicon- Dedicated 2D engines AND full 3D GPUs
Applications
2D Hardware Acceleration
SVG/Flash/Font Packages etc..
© Copyright Khronos Group, 2006 - Page 17
OpenVG TimelineOpenVG Timeline
• OpenVG 1.1 is being defined now- Accelerated text rendering– in-driver glyph positioning- Flash-compatible rendering – compound shapes, additional blending modes
• OpenVG 2.0- Shaders?
3Q05 4Q05 1Q06 2Q06 1Q07
OpenVG 1.0 ratified in August,2005
OpenVG 1.0.1 to be ratified mid-06 – clarifications only. Conformance tests released
Target OpenVG 1.1 Release
4Q063Q06
© Copyright Khronos Group, 2006 - Page 18
Solving an Audio CrisisSolving an Audio Crisis• Many different proprietary audio APIs- Even playing a simple sound is different on different platforms
• No standard way to access available audio acceleration hardware- Significant source fragmentation for developers to re-write code for every platform
• Industry needs a unified, low-level audio acceleration API- Handheld target devices: mobile phones, personal media players & handheld gaming consoles
• 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
© Copyright Khronos Group, 2006 - Page 19
OpenSL ES CapabilitiesOpenSL ES Capabilities• Low-latency, interactive sound generation for games- Advanced audio functionality: 3D positional audio, reverb effects, SP-MIDI
• Streaming playback of audio files- Mandated audio format across platforms providing consistency for developers
• Interactive music and ring-tones- SP-MIDI, Mobile DLS, Mobile XMF
• Effects and Playback Controls- Music and media player effects- Advanced environmental effects for gaming
Digital Audio
SP-MIDI
3D Audio
Effects
Controls
CODECs
© Copyright Khronos Group, 2006 - Page 20
Working Group and Milestones Working Group and Milestones
4Q05 1Q06 2Q06 3Q06 4Q06
Draft Specification External ISV review
First face-to-face meeting
Requirements finalized
1Q07
OpenSL ES 1.0 Public release
© Copyright Khronos Group, 2006 - Page 21
OpenMAX - Three Layer SolutionOpenMAX - Three Layer Solution
”Application Level”Media Application PortabilityApplications 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 componentsMedia Infrastructure
PortabilityOpen, royalty-free standard
IL
DL
AL
OpenMAX defines three holistically designed media open standards to provide complete media infrastructure portability
© Copyright Khronos Group, 2006 - Page 22
OpenMAX Milestone OverviewOpenMAX Milestone Overview• 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
• ST Microelectronics “Bellagio” OpenMAX IL released on Source Forge- Includes GStreamer plug-ins
4Q05 1Q06 2Q06 3Q06 4Q06
OpenMAX IL 1.0 Specification and Conformance Process Released
OpenMAX DL 1.0 Specification Released
OpenMAX IL 1.0 Linux Sample Implementation on Source Forge
OpenMAX DL/IL 1.0 Conformance Tests to be released
OpenMAX IL 1.1Target Date
1Q07
OpenMAX AL 1.0 Specification Target Release Date
© Copyright Khronos Group, 2006 - Page 23
Its like DirectX™ for mobile phones!Except its an open standard, cross-platform, royalty-free and streamlined for handheld devices
is a set of C-native APIs for handheld games and media applications
2D, 3D, video and audio media types are all seamlessly accelerated by
minimizes source changes when porting games and applications from phone to phone
© Copyright Khronos Group, 2006 - Page 24
3D Game Engines
Media Accelerator SiliconGPU / DSPs / CPUs
TV/Video/Audio Players
Kernel Operating System (e.g. Rex, Symbian OS, Windows Mobile, Linux, Nucleus, Synergy)
CPU
User Interface
NativeApplications
Flash/SVG Players
Software Platform (e.g. Brew, Symbian UIQ, S60, WIPI)
JavaApplications
Java JVM
Handheld devices will need advanced
graphics and media acceleration for user
interfaces, 3D gaming, Flash, TV…
Different OS APIs on every handset
Bindings
Proprietary media APIs – not tested for mixed-media operation BUT
Severe API fragmentation to access OS resources
and media acceleration = HUNDREDS of source
variants per game
Before OpenKODEBefore OpenKODE
© Copyright Khronos Group, 2006 - Page 25
3D Game Engines
Media Accelerator SiliconGPU / DSPs / CPUs
TV/Video/Audio Players
Kernel Operating System (e.g. Rex, Symbian OS, Windows Mobile, Linux, Nucleus, Synergy)
CPU
User Interface
NativeApplications
Flash/SVG Players
Software Platform (e.g. Brew, Symbian UIQ, S60, WIPI)
JavaApplications
Java JVM
Bindings
The OpenKODE SolutionThe OpenKODE Solution
SystemAbstraction
APIs
Khronos media APIs for state-of-the-art media acceleration
2D/3D Vector 2D Streaming Media Enhanced AudioMediaAPIs
Robust Trans-API Mixed Media Acceleration
=
+
Trans-API data and event coordination – WITH full trans-API Conformance Tests
+
System Abstraction APIs for portable
access to operating system resources, input devices and
displays
=
A coherent, cross-platform API set for
NATIVE portable media applications
© Copyright Khronos Group, 2006 - Page 26
Will result in advanced, multi-threaded, rich-media experiences
Coming to a handset near you!
OpenKODE 1.0 specification is due for public release in early
2007
© Copyright Khronos Group, 2006 - Page 27
Khronos Events Here at SIGGRAPHKhronos Events Here at SIGGRAPH
• OpenGL ES BOF- Thursday 3rd August 10AM-12PM Room 251
• COLLADA BOF & Social Event - Wednesday 2nd August 6-8PM Room 206A
• Tech Talk: COLLADA- Thursday 3rd August 12-2PM Room 251
• OpenGL BOF - Wednesday 2nd August 4-6PM Room 206A