Trevett Neil

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Slide1: 

Bringing 3D Gaming to Cell Phones Being developed by the

Topics: 

Topics Khronos and the OpenGL ES initiative Neil Trevett, Secretary of the Khronos Group OpenGL ES API specification overview David Blythe, OpenGL ES Specification Editor Demonstrations and industry support Carlos Sarria, PowerVR Call to action Q&A Neil Trevett Khronos Secretary neil.trevett@3dlabs.com

Large Opportunity for Graphics Software: 

Large Opportunity for Graphics Software 3D capability is about to be everywhere 80’s 3D Hardware Acceleration in workstations 100Ks / annum 90’s 3D Hardware Acceleration in everyday PCs 10Ms / annum 00’s 3D Hardware Acceleration in Handhelds 100Ms / annum Beach head application is 3D games on cell phones which will drive 3D acceleration hardware into handsets in 2004

Embedded Market has API Problem: 

Embedded Market has API Problem No suitable low-level graphics APIs exist - yet These APIs are the foundation for all advanced graphics applications It’s like having Desktop Windows without Direct3D or OpenGL Embedded Hardware Low-level Graphics APIs High Level Graphics Libraries Applications Direct3D - not cross platform – so every platform other than Windows CE has a real problem OpenGL is widely available across platforms – but is way too big Games Engines JSR-184 Games Productivity Apps ? ?

Inverse Screen Size Law: 

Inverse Screen Size Law The need for advanced graphics Smaller screens need more advanced graphics processing per pixel To make best use of restricted screen real-estate Advanced graphics techniques provided by state-of-the-art APIs Anti-aliasing, multi-level compositing, rich media, 3D

Cross Platform Solution Essential: 

Cross Platform Solution Essential Many platforms and initiatives need these APIs Wireless Applications Platforms Need advanced graphics capability in small footprint for BREW and chipsets

Khronos – an Open Standards Group: 

Khronos – an Open Standards Group Our Members are creating OpenGL-related APIs Working closely with the OpenGL ARB Promoting Members Contributing Members ARB Feedback and Ratification

OpenGL ES: 

OpenGL ES A proposed embedded graphics API Create well-defined subset profiles of OpenGL A series of increasingly compact profiles Selecting functionality needed for key target markets ARB Feedback and Ratification Embedded Focus Workstation Focus

OpenGL ES Industry Momentum: 

OpenGL ES Industry Momentum New Visual Processing APIs

OpenGL and OpenGL ES: 

OpenGL and OpenGL ES A close synergy OpenGL is already the most widely available cross-platform graphics API Workstations to embedded appliances, PCs to Macs, Windows to Linux Strong future roadmap with OpenGL 2.0 Enabling access to the new generation of programmable hardware Through Khronos – OpenGL ES be royalty free to the embedded industry Agreed by SGI – MAJOR ACHIEVENT, MAJOR OPPORTUNITY Just two profiles - minimizing fragmentation Primary Profile Minimum footprint full function 3D with texture-mapping Good gaming platform Implementable on cell phones Safety Critical Profile Absolute minimum 3D to ease safety certifications Used in avionics and automotive displays Primary Safety Critical The focus for the rest of today’s presentation

API Overview: 

API Overview David Blythe OpenGL ES Specification Editor blythe@bluevoid.com

Overview: 

Overview Where are we in OpenGL ES development? Handheld problem space Design goals What’s In – What’s Out Summary

Where Are We?: 

Where Are We? Handouts are a snapshot from January Presentation reflects specification as of March 4th Specification undergoing public review Specification still needs to be ratified July Khronos Participation agreement available at Siggraph August Ad hoc Working Group Meetings 4Q02 First draft specification 1Q03 “OpenGL ES 1.0” ratifiable by Khronos September Official Working Group Meetings

Profile Design Goals: 

Profile Design Goals Preserve OpenGL’s Goodness Don’t try to fix OpenGL, it isn’t broken Proper subsets of OpenGL 1.3 Match market space requirements Eliminate un-needed functionality Redundancy Expensive Unused Leverage Workstation/PC experience Extension mechanism, feature set Allow extensions to enable innovation But should be the exception rather than the rule Defining conformance tests as well as the API Minimum quality defined by conformance tests

Handheld Problem Space: 

Handheld Problem Space Low power Battery powered devices Low memory 50KB code budget Low resolution 120x120 display Rapidly evolving platforms Cell phone, PDA, Set top, Wrist watch, ????

Low Power Devices: 

Low Power Devices Low power consumption Modest processing power 25-400MHz integer processing 400Mhz PDA, 50MHz Cell phone, 10MHz Wrist Watch, 100MHz Set top Box Assume 32-bit integer Floating-point not available

Memory Footprint: 

Memory Footprint Minimize library footprint Reduce command footprint Reduce number of ‘code paths’ Minimize data storage Vertex data and attributes Texture storage

Floating-Point Arithmetic: 

Floating-Point Arithmetic No HW floating-point in most of the target space Today! Be both: Integer friendly Floating-point ready Key Issue

Evolving Device Space: 

Evolving Device Space Regular review of profiles Target is yearly revision Profiles don’t become obsolete Use with emerging devices Use OpenGL extension model Enable HW vendors to ship extra features Add to profile when demand is there Avoid creating fragmentation!

Floating- and Fixed-Point: 

Floating- and Fixed-Point Critical Issue Want: Efficient vertex data representation Dynamic range for transformations Accommodate platforms with and without floating-point Don’t want: Redundant or seldom used code paths API bloat Confused application writers

What’s In/What’s Out: 

What’s In/What’s Out A Trip Down the OpenGL Pipeline Vertex & Geometry Processing Rasterization Texture Mapping Fragment Processing Buffer Operations Miscellaneous Operations Platform Embedding

Vertex and Geometry Processing: 

Vertex and Geometry Processing

Rasterization: 

Rasterization

Rasterization: 

Rasterization

Texture Mapping: 

Texture Mapping

Fragment Processing: 

Fragment Processing

Framebuffer Ops: 

Framebuffer Ops

Miscellaneous: 

Miscellaneous

Platform Embedding: 

Platform Embedding Interface OpenGL renderer to platform window system Similar to GLX/AGL/WGL Issues: Platform specific or not Feature set Minimum platform capabilities Video, P-Buffers, Render-to-texture

Summary: 

Summary Embedded market space is very diverse Focusing on handheld and safety-critical markets Creating OpenGL profile that enable handheld devices Small footprint Software renderers Integer/Fixed-point Evolving standard Yearly revisions Draft spec undergoing public review Now is the time to comment

Demonstrations: 

Demonstrations carlos.sarria@powervr.com PowerVR Imagination Technologies

OpenGL ES Hardware Support: 

OpenGL ES Hardware Support The technology is here now! New hardware generation for mobile platforms. MBX and PowerVR Technology overview Tile Based Rendering and Deferred Rendering More information at: www.imgtec.com www.powervr.com www.pvrdev.com Advanced Graphic Hardware Embedded Software Developers OpenGL ES Advanced Consumer Content

Demonstrations: 

Demonstrations Carlos Sarria carlos.sarria@powervr.com

OpenGL Standards Universe: 

OpenGL 2.0 “Pure” OpenGL 2.0 subset OpenGL ES 2.0 OpenGL Standards Universe How things COULD develop OpenGL 1.3 Aiming for Ratification by Siggraph 2003 OpenGL 2.0 includes full 1.4 functionality – applications run unmodified OpenGL 1.4 GL2 extensions Applications can incrementally can use shading language extensions OpenGL ES 1.0 “Pure OpenGL 2.0” subset uses programmability to form a simple, compact, efficient and flexible API Full shader programmability for embedded devices

Call to Action: 

Call to Action Your chance to influence OpenGL ES! Join Khronos – as a Promoter or Contributor Have a voice in OpenGL’s development Reasonable annual fee plus participation agreement Talk to Elizabeth Riegel, the Khronos Group Manager here at the session, on our booth, or via email at elizabeth@eriegelconsulting.com Review the draft specification – we are looking for ISV volunteers Simple review agreement required to participate Email elizabeth@eriegelconsulting.com Information at www.khronos.org Or email the Secretary at neil.trevett@3dlabs.com

Any Questions?: 

Any Questions? OpenGL is a registered trademarks of Silicon Graphics, Inc., and OpenML is a trademark of Silicon Graphics, Inc., used with permission by the Khronos Group. All other product names, trademarks, and/or company names are used solely for identification and belong to their respective owners. www.khronos.org