OpenGL ES Briefing Aug02 - Khronos Group€¦ · OpenGL 2.x “Pure” OpenGL 2.x OpenGL 2.x...

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© Copyright Khronos Group, 2002 - Page 1 OpenGL ES August 2002 www.khronos.org [email protected] Khronos Chairman

Transcript of OpenGL ES Briefing Aug02 - Khronos Group€¦ · OpenGL 2.x “Pure” OpenGL 2.x OpenGL 2.x...

Page 1: OpenGL ES Briefing Aug02 - Khronos Group€¦ · OpenGL 2.x “Pure” OpenGL 2.x OpenGL 2.x includes full 2.0 functionality – so all applications run unmodified OpenGL 1.3 GL2

© Copyright Khronos Group, 2002 - Page 1

OpenGL ES August 2002

[email protected]

Khronos Chairman

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AgendaKhronos - technical and organizational overview• What is Khronos? What are our goals?• OpenGL® ES - Embedded 3D Graphics API initiative• How to get involved in driving Khronos Standards• Questions and Answers – we want your feedback!

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Driving OPEN Standards for CREATING

and DEPLOYINGDYNAMIC Media

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Khronos’ Evolving Organization

Khronos 1.0Original Promoters cooperated under Khronos Participation agreement 1.0

to produce OpenML 1.0 specification

Khronos 2.0New Khronos Participation Agreement 2.0

Enables multiple working groups Recruiting member companies now

Media API for Dynamic Media Authoring.Specification available now

Deploying and evolving OpenML OpenGL ES Small footprint

OpenGL profiles for Embedded Systems

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Khronos Goal #1:Simplify Dynamic Media AUTHORING

Publicly Released at Siggraph 2001

The result…

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Dynamic Media ProgrammingSynergistic integration of OpenML and OpenGL • What OpenGL is to GRAPHICS - 2D, 3D and image processing…

…OpenML is to MEDIA - video and audio processing• OpenML and OpenGL together create a unified programming environment

- With seamless integration of graphics and media

• Tightly integrated graphics, video and audio = DYNAMIC MEDIA

Workstation3D graphics

Professional video and audio authoring

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OpenML Digital Media Programming Environment

Applications

WindowSystem OpenGL® MLdc ML

2D Graphics 3D Graphics Displays Video Audio

Synchronization

OpenGL Extensions

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Technical Strategy for OpenML 1.0Move PROVEN technologies into Open Standards

UST/MSCSynchronization

#4: synchronization of diverse media streams (graphics, audio, video)

SGI’s dmSDKDigital Media Handling

#1: Configure and control the Input/Output and processing of video and digital audio ML

OpenGL ExtensionsIntegrating graphics and video

#3: Enable OpenGL hardware to add more value to the media authoring workflow

SGI’s Xdc extension to X11Display Control

#2: Configure and control display devices MLdc

Problem Solution

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Khronos Goal #2:Embedded Devices and AppliancesCreate Standards for Dynamic Media on

The result…

OpenGL® ES

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Well Defined OpenGL ProfilesAddressing broad application requirements• Khronos activities are endorsed and supported by the OpenGL ARB

ARB

Feedback and Ratification

Workstation FocusMedia and Embedded Focus

2D

3D

OpenGL ESSmall footprint OpenGL profiles

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Inverse Screen Size LawThe 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

Interactive3D Gaming Content

Video Processing and synchronization Perspective windows

maximize screen real-estate

Anti-aliased text to makesmall text extremely legible

Translucent Menus don’t obscure lower layers

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The Power of a Standard APITo enable hardware and software communities• But there are no acceptable cross-platform embedded graphics APIs

- Particularly with advanced graphics capabilities

• We are missing this fundamental prerequisite for market growth- The graphics hardware community should take the initiative in driving the platform forward- Just as on the PC

Standard Graphics

API

Embedded Hardware

Community

Embedded Software

Community

Requirements

Capabilities

Opportunities to optimize cost, power and performance for standardized functionality

Can use advanced graphics capabilities consistently across

multiple platforms

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Cross Platform Solution EssentialMany platforms and initiatives need these APIs

WindML® – expanding multimedia capabilities of VxWorks®Looking to further expand 3D and rich media delivery capabilities

Embedded Linux – need for low-footprint APIsNo standardized 2D API other than X Windows – not low footprint

Increasing use of OpenGL for 3D – but not low footprint

Java Community – Java2D, Java Media Framework, Java Advanced ImagingJava3D is a high-level API – need low-footprint 3D API for embedded applications

ARINC – standards for advanced cockpit displaysNeed standardized 2D & 3D APIs

Severe certification demands drive need for minimum API size

Leading Symbian OS for mobile consumer devicesNeeds minimal API size and increasing functionality

Web3D ConsortiumExtensible standards for 3D delivery over the internet, driving 3D in MPEG-4

BUT needs target small footprint 2D/3D API for higher-level standards

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OpenGL ESA proposed solution for advanced embedded graphics• Create well-defined subset profiles of OpenGL

- A series of increasingly compact profiles - Selecting functionality needed for key target markets

• Proper subsets ensure synergy with, and migration path to, full OpenGL- No new technologies are needed – just agreement on subsets of an existing API

Eliminate redundancyDuplicated functionalityUnnecessary queriesData-type variants

Eliminate workstation functionality e.g. 3D texturesDifficult/costly to implement with little benefit in embedded space

Select functionality needed for key target

markets

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Poorly defined standard API requirements.Discussions with

BroadcastCL group-to avoid divergence

Strong support from ARINC and aerospace companies including Boeing, Airbus, Rockwell, Honeywell, Smiths, Lockheed…

At a meeting in April 2002, Symbian selected Khronos’ OpenGL ES as the graphics

API for cell phones with accelerated 3D in 2004

Phones

Web pads

Cameras

PDAs

Hand-heldAppliances

Line-poweredAppliances

STBs

InternetTerminals

Consoles

Industry Momentum

Safety Critical

Avionics

Automotive

New Visual Processing APIs

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Why OpenGL?The obvious starting point• OpenGL is already the most widely available cross-platform graphics API

- Workstations to embedded appliances, PCs to Macs, Windows to Linux• Open Standard – not controlled by any one company

- Specification controlled by the OpenGL Architecture Review Board (ARB)• Low-level API

- Enables lightest weight interface between software and hardware • Well-proven specification of advanced graphics techniques

- No need to re-invent the wheel

• Successfully implemented by many graphics companies- Low-cost chips and cores, software-only, floating point, fixed point

• Leveraged development- An ecology of development tools already based around OpenGL

• Strong future roadmap with OpenGL 2.0- Enabling access to the new generation of programmable hardware

• Through Khronos – will be royalty free to the embedded industry- Khronos has built in a royalty free framework into its participation agreement - Agreed by SGI – MAJOR ACHIEVENT, MAJOR OPPORTUNITY

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OpenGL ES PhilosophyTo enable rapid consensus• Be strongly requirements-based

- Handheld 3D gaming and vehicle displays are currently most urgent needs

• Small number of profiles- A large number will be come unwieldy

• Take large-scale profiling decisions – eliminate large functionality blocks- Don’t endlessly tweak individual function calls and parameters

- It often makes little difference to size- Increases ISV confusion to have many detailed differences

• Enable software, fixed point implementations- As well as hardware accelerated implementations

• Define utility libraries to add additional functionality – e.g. display lists- Avoid burdening core profiles with functionality that can be implemented well in software

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Some Profile PossibilitiesAddressing broad application requirements• Based on 3Dlabs strawman

- And early OpenGL ES ad hoc working group meetings

• Entertainment 3D - Minimum footprint full function 3D with texture-mapping- Good gaming platform

• Safety Critical 3D- Absolute minimum 3D to ease safety certifications

• Core 2D- High-quality 2D geometry, lines, polygons and text- Possible support for Flash-rendering

Core 2D

Entertainment 3D

Safety Critical 3D

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Prototype ImplementationsSignificant reduction in size• Aiming for Entertainment 3D implementations around 32KB library size

- Fixed point version

• Core 2D profile – even smaller

Standard OpenGL Core2D Fraction

Files: 499 61 12.2%

Functions: 5181 287 5.5%

Lines: 415564 20402 4.9%

Lines Code: 303947 12744 4.2%

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Aggressive Timelines for OpenGL ESEmbedded industry won’t wait• Need ratifiable specs by the end of the year

• First ad hoc working group meetings at Siggraph

JulyKhronos Participation agreement available

at Siggraph

AugustAd hoc Working Group

Meetings

4Q02First draft

specification

1Q03“OpenGL ES 1.0”

ratified by Khronos

SeptemberOfficial Working Group

Meetings

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OpenGL 2.0“Pure” OpenGL 2.0

OpenGL ES 2.0

How OpenGL Standards Fit Together

OpenGL 1.3

OpenGL 1.x

OpenGL 2.x“Pure” OpenGL 2.x

OpenGL 2.x includes full 2.0 functionality – so all applications run unmodified

OpenGL 1.3GL2 extensions

OpenGL 1.xGL2 extensions

Applications can incrementally make use of new GL2 extensions

OpenGL ES 1.0

Non-legacy applications can use recommended “Pure OpenGL 2.0” features and benefit from a simple, compact, efficient and programmable API

Advanced programmabilitySmall sizeBackwards compatibility with OpenGL ES 1.0

OpenGL 2.0 introduces full high-level programmability to OpenGL

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Related Standards WorkIn Web3D Consortium • New Web3D Consortium working group

- Web3D Consortium is an open standards organization- Nationally accredited- Created the 3D profiles for MPEG-4

• Defining OpenGL bindings for Java- Open, royalty-free standard- Full backing of Sun

• The Group has committed to produce bindings for OpenGL ES- Including from small Java versions

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“embedded OpenGL”Scalable, small footprint

2D & 3D graphics

“embedded OpenML”Small footprint video & audio

processing

SYNERGYBetween Graphics and Media ProcessingBetween Authoring & Deployment

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Participation Framework

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New Participation FrameworkKhronos membership is open or interested companies• There are four levels at which a company can participate

- In OpenML and OpenGL® ES development

• Application developers- May use drivers implementing Khronos standards with no license or royalties

• Adopters- May sign a royalty free license to implement Khronos-based specifications

• Contributors- May apply for open membership in the Khronos Group at a nominal annual fee, with full

working group participation and voting rights

• Promoters- Must be voted in by other Promoting Members and act as the “Board of Directors” to drive the

direction of the Khronos Group and standardization activities, with final specification ratification voting rights.

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How Khronos Membership Works

Board of PromotersPromoters establish and participate in

working groups for spec generation, marketing, reference implementations,

conformance tests, etc.

Contributor Membership

Specification work undertaken in Working Group. Generates specs are passed back to the

Promoters for final ratification

Working

Group

Working

Group

Working

Group

Contributors participate in working groups and have full voting

rights within those groups

Ratified Khronos

GroupSpecifications

Application Developers Adopters

Adopters may sign a royalty free license to implement Khronos-based specifications

Application developers may use drivers

implementing Khronos standards with no

license or royalties

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Promoting Member Companies Dues of $15,000 per year• Standards-definition Benefits

- Vote among Promoters to define objectives, priorities and operations of Khronos- Vote among Promoters on final ratification of specifications - Vote in the working groups

• Marketing Benefits - Company logo on trade show signage, and other marketing material - Quoted in Khronos Group press releases, whenever relevant - Speaking opportunities at major industry events on behalf of the Khronos Group - Opportunity to send staff to Khronos trade show booths and events - Logo and corporate description on the Khronos.org “Promoters” page- Listing the Khronos.org “Products” page

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Contributing Member CompaniesDues of $2,900 per year• Standards-Definition Benefits

- Vote in the working groups

• Marketing Benefits - Quoted in Khronos Group press releases, whenever relevant - Opportunity to send staff to Khronos trade show booths and events - Logo and corporate description on the Khronos.org “Contributors” page

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Participation Timeline

Contributor Participation Agreements Available on

web-site.

1-1 Discussions with Potential Promoters

Board of promoters formed.First Promoters Meeting.Working Groups formed

Working groups meetings start – signed up Promoters and Contributors can participate

July2002

September6th 2002

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Next StepsGo to www.khronos.org• To become a Contributor

- Download and review Contributor Agreement from www.khronos.org- Execute and send, with dues, to Khronos to become a member

• Working Groups activities on schedules on the web and mailing lists- We will inform you of first working group meetings

• If you want to be considered as a potential Promoter or other questions- Talk to Khronos Chairman- [email protected]

www.khronos.org

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Any Questions?

IR IX and O penG L are registered tradem arks of S ilicon G raphics, Inc., and O penM L is a tradem ark of S ilicon G raphics, Inc., used w ith perm ission by the Khronos Special Interest G roup. Sun, and Solaris are tradem arks or registered tradem arks of Sun M icrosystem s Inc. in

the United S tates and other countries. W indows is a tradem ark of M icrosoft Corp. D iscreet is a tradem ark of Autodesk, Inc. / D iscreet Logic. A ll other product nam es, tradem arks, and/or com pany nam es are used sole ly for identification and belong to their respective owners.