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© Copyright Khronos Group, 2007 - Page 1
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© Copyright Khronos Group, 2007 - Page 2
“DirectX-like” set of native APIsIncludes mixed media acceleration and OS portability APIs
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Embedded Media Acceleration APIs
Vector 2D Streaming Media Enhanced Audio
Dynamic Media Authoring
Dynamic Media Authoring Standards
Cross platform desktop 3D
Cross-platform graphics authoring/acceleration ecosystem
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Safety Critical 2D/3D
3D Authoring EffectsFramework
Composition Working GroupHardware acceleration for window systems
2D/3D
All open standards for 3D graphics acceleration and authoring are now being
developed in Khronos. Tremendous opportunity for collaboration and synergy
© Copyright Khronos Group, 2007 - Page 3
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Authoring requirements for
embedded devices and platforms
Tools and standards to create and distribute compelling embedded content
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© Copyright Khronos Group, 2007 - Page 4
���������������� ������� ���������������� ��������� ���������������� ��• Gaming
- Doom3 / Quake 4 / Prey, Pacific Fighters, Serious Sam, World of Warcraft (on Apple)
• MCAD- Dassault CATIA, PTC Pro/Engineer
• DCC- Autodesk Maya, Softimage XSI
• Imaging - Medical – GE / Philips / Siemens- Oil and Gas – Landmark / Paradigm
• Scientific Visualization- Many university and research applications
• High-end Video Editing- Adobe After Effects, Discreet Fire / Smoke
OpenGL has been the leading cross platform graphics API for over 10 yearsThe OpenGL Architecture Review Board (ARB) voted to become part of Khronos
in July 2006
© Copyright Khronos Group, 2007 - Page 5
����� ��������������� �� ������� ��������������� �� ��• 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, 2007 - Page 6
!�������"����!�������"����• 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 “Mount Evans” will leverage OpenGL ES 2.0- Adding significant new functionality to the streamlined 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 1.5/2.0Architectural Foundation
OpenGL ES 1.1/2.0Functional
Streamlining
“Longs Peak/Mount Evans”Next generation functionality starting with OpenGL ES 2.0 streamlined core
“Halti”Streamlining next
generation functionality for embedded markets
© Copyright Khronos Group, 2007 - Page 7
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July 2006 - OpenGL 2.1 Released and OpenGL ARB Joins Khronos
OpenGL SDK and Quarterly Newsletter Released
“Longs Peak”Target Release Date
4Q06 1Q07 2Q07 3Q073Q06 4Q07
“Mount Evans”Target Release Date
OpenGL 2.1 - Programmability Enhancements- Backwards compatible with all previous versions of OpenGL - Pixel Buffer Objects for fast copies to/from framebuffer
- sRGB color space textures for color management flexibility- Increased flexibility of shader programming:
Non-square matrix support, arrays as first-class objects etc.
Mount Evans – New Generation Functionality- Builds on Longs Peak
- Geometry shader- Stream out of vertex data to a buffer object
- Texture arrays and buffer objects
Longs Peak – API Rationalization- Easy migration path from OpenGL 2.0
- Introduces new object model- Higher performance
- Easier coding- Easier to implement
© Copyright Khronos Group, 2007 - Page 8
�������"���������"���� ������#$� ��%������&�%������#$� ��%������&�%• ARB-developed resources
- API documentation and formal specifications
• Community-developed resources selected by the ARB- Libraries, Tutorials, Tools- gDEBugger - ARB is subsidizing Graphic Remedy for OpenGL developers in academia
• Developer documentation (“man pages”)- Completely up to date with OpenGL 2.1- In Docbook XML format, easy to retarget to many different delivery formats
• OpenGL Pipeline Newsletter- Quarterly, includes status reports and mini-tutorials
• OpenGL.org Message Boards- ARB members and many other smart developers participate
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© Copyright Khronos Group, 2007 - Page 9
'���##�(�)�*������#����� ��'���##�(�)�*������#����� ��• 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
Tool 1
Tool 2
Tool 3
Tool 4
COLLADA is non-destructive and so supports round-
tripping of tools to enable powerful authoring pipelines
© Copyright Khronos Group, 2007 - Page 10
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• 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
Conditioning Pipeline
• COLLADA is an interchange format - not a delivery format or a scene graph
© Copyright Khronos Group, 2007 - Page 11
'���##���������'���##���������• COLLADA 1.4 supported by all major tools and thousands of users
- 3ds Max, Adobe Photoshop CS3, Blender, DAZ|Studio, Feeling Viewer, - NVIDIA 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
• Adobe Photoshop CS3 imports COLLADA- For texture editing on 3D objects
© Copyright Khronos Group, 2007 - Page 12
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• Adding support for OpenGL ES 2.0 shaders- Enhanced shader authoring
• Richer asset types- Integration of audio, video and vector graphics assets
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, 2007 - Page 13
����������• Shader effects are a new paradigm
- Consist of textures, shaders, geometry passes and control
• DCC tools author shaders using COLLADA FX file format- Built on CgFX – contributed by NVIDIA
• Now need ways to use effects in applications at runtime- Enable effects to be portably deployed on many different devices
Authoring
Deployment
����
Streamline the deployment of shader-rich content by defining file formats and
APIs to enable shaders to be portably deployed and
accelerated
© Copyright Khronos Group, 2007 - Page 14
Application
OpenGL 2.0 / OpenGL ES 2.0
glFX Runtime API
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- Existing Khronos standards- New glFX standard - Application specific code/data
Application traverses scene data, uses the glFX Runtime API to extract effects information to setup the rendering pipeline
COLLADA FX EffectsTextures, shaders programs, geometry, control and pass information
COLLADAFile format for 3D asset interchange – widely adopted by DCC tools vendors and Google, Adobe, Epic etc.
OptionalConditioning for DeliveryOptionally create data
representations for delivery to target devices
© Copyright Khronos Group, 2007 - Page 15
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© Copyright Khronos Group, 2007 - Page 16
.�*���������������/������0.�*���������������/������0• It doesn’t!• Khronos is purely a non-profit organization
- Funded by member dues – to cover costs
• Our members make money by selling PRODUCTS enabled by standards- NOT trying to charge for the standard itself
$
Selling an API would generate relatively small
amounts of revenue
An open, royalty free API standard creates much
larger market opportunities
Our members cooperate to create standards –and compete in the marketplace with products
that use Khronos standards
© Copyright Khronos Group, 2007 - Page 17
Conformance Tests
Conformance Tests
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PromotersPromoters
AdoptersAdopters
RatifiedSpecifications
RatifiedSpecifications
ImplementersImplementers
Conformance Tests and Conformance Test Process.Typically $10K per API fee
Anyone can download specifications and SDKs and implement royalty-free products
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. $20,000 annual membership dues
SDKsSDKs
Free libraries, utilities, examples
ContributorsContributors
Any company can join Khronos to particpate in any number of working
groups to produce specifications.$6,000 annual membership dues
A Working Group for each API standard –
one company one vote
© Copyright Khronos Group, 2007 - Page 18
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Non-Members
Become Adopter Member ($2,500
annual fee)
Sign Adopters Agreement to access Test Source and
Process(typically $10K
per API)
Port Test Source to
product and generate test
results
Upload test results to
Khronos private web-site for peer review by other
Adopters
Successful Review means
products can use Khronos trademarks
Khronos Contributor or
Promoter Members
2D/3D
Vector 2D
Streaming MediaAlready released
COLLADA, OpenKODE coming soon
© Copyright Khronos Group, 2007 - Page 19
• “Foundation Level” APIs- Close to the silicon – fundamental functionality needed on every platform
• Designed by industry experts- The industry leaders in media silicon, platform and software are all Khronos members
• Reduces development and deployment costs- Widespread industry adoption ensures competitive silicon and software supply chain
• Open Standards – not controlled by any single company- Any company can join Khronos to have a voice in how standards evolve
• Royalty-free- Khronos is committed to generating market opportunities for its members and the industry
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© Copyright Khronos Group, 2007 - Page 20
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• All these slides and Khronos membership details at www.khronos.org• Also at the Chinese version of the web-site at www.khronos.cn
• Please consider joining Khronos to help us build market opportunities• You will be very welcome in the Khronos family!