NEWS         TESTS         INTERVIEWS         DOSSIERS         GALLERY 3D         3D SITES
 Q&A KHRONOS Group ,
Neil Trevett
Vice President Embedded Content, NVIDIA | President, Khronos Group
June . 2007
 

 

"OpenGL ES 2.0 supports programmable shaders. Providing more expressive power to mobile developers, shaders will enable more information and compelling experiences to be displayed on small screen devices. If you have a handheld device you need sophisticated processing per pixel to use the restricted screen real estate to its full potential. "

< Dassault Aviation Rafale (OpenGL ES)

   
Q1 The Khronos Group maintains a large portfolio of technologies. What do all those technologies have in common?
A1 They are all related to graphics and media processing: 3D graphics, vector 2D graphics, video, imaging and audio. Khronos focuses on creating open, royalty-free standards for both authoring and accelerating rich media content on a wide range of embedded and desktop systems.
   
Q2 OpenGL ES is a multi-platform API. Are implementations available on every mobile OS, including Windows Mobile?
A2 A broad range of devices from IPhone to the Playstation 3 use OpenGL ES - so the API is not restricted to just mobiles but is being deployed on a wide variety of embedded devices that need state-of-the-art 3D graphics. Every mobile operating system that I am aware of that supports accelerated native 3D graphics has OpenGL ES available to expose that capability to software developers. Microsoft is not a Khronos member - but Windows Mobile has multiple hardware and software OpenGL ES implementations available from third parties.
   
Q3 When it comes to hardware acceleration, it seems that APIs usually add new features before the corresponding chips are released. What is the typical delay between the two? When does a feature officially become part of the API?
A3 The Khronos APIs are constantly being reviewed to enable features that are becoming feasible in silicon. The delay between public specification release to production silicon in a phone is typically 12-18 months. Of course Khronos members participate in creating and reviewing draft specifications and so they get a good idea of the direction of the spec long before its public release. Very often silicon designs start in parallel to the specification being finalized. Also - Khronos is careful not to introduce new features TOO quickly or ahead of proven market need - as that could cause fragmentation.
   
Q4 Do you think Programmable Shaders are a relevant feature on mobile devices?
A4 Yes - very relevant - and they will be enabled by OpenGL ES 2.0 that was released in March 2007. As well as providing more expressive power to mobile developers, shaders will enable more information and compelling experiences to be displayed on small screen devices. If you have a handheld device you need sophisticated processing per pixel to use the restricted screen real estate to its full potential. Shaders also enable a significant amount of processing to be shifted to the GPU - offloading the CPU and memory bus that are often overloaded in a mobile device. In particular advanced pixel shaders can provide great visuals while using significantly reduced geometry - further reducing the CPU and memory load.
   
Q5 Mobile devices are known to be heterogeneous. What solutions does the Khronos Group provide to reduce porting costs?
A5 All the Khronos APIs are designed to reduce porting costs by providing non-proprietary media APIs that can be made reliably available across multiple platforms. Very often platform fragmentation is a result of platforms shipping buggy implementations of APIs - even if they are based on a standard. That's why all Khronos APIs have conformance tests - and no vendor is allowed to name their implementation as a Khronos standard unless it has passed those tests. One of the latest Khronos standards is OpenKODE that brings together a number of the Khronos APIs to provides the functionality that a media application needs - rather like DirectX does for the PC. Unlike DirectX though, OpenKODE is an open, non-proprietary, cross platform standard that is designed for mobile devices. OpenKODE increases source portability in two ways: it defines an operating system abstraction API to hide OS differences from applications, and secondly it defines how the various media APIs interoperate - reducing porting costs for developers who need 2D, 3D, video and audio to seamlessly interact in innovative new types or rich media applications.
   
Q6  In terms of performance, what is the difference between using proprietary platform-specific APIs and using OpenKODE APIs?
A6 That depends on the proprietary API - but most silicon vendors are putting most of their driver porting and optimization efforts now into open standards where that investment can be amortized across multiple platforms. A proprietary API on a single platform will very likely not receive the same degree of implementation and optimization effort as it will lack the same level of commercial momentum.
   
Q7 Will mobile devices manufacturers preload OpenKODE in their products?
A7 Of course that's up to the handset OEMs and the operators but I think that's is very likely - as OpenKODE will be very useful for accelerating core device functionality such as the user interface and TV and camera software - as well as downloaded games.
   
Q8 Are stable OpenKODE implementations already available? What range of hardware is currently supported?
A8

The specification was only released a few months ago - but there already development versions of OpenKODE available for the PC - free-of-charge. I would expect in-handset implementations to begin shipping in the next 12 months. Softbank Mobile recently announced that it is going to make OpenKODE central to its new POP-i mobile platform. ARM, NVIDIA and TI have all announced that they will ship OpenKODE implementations.

   
Q9   Do you know any effort to create a user friendly authoring tool enabling non-programmers to rapidly develop applications empowered by Khronos APIs?
A9 COLLADA is a Khronos standard that will enable a broad range of 3D authoring tools to interoperate to make the task of 3D application creation much more artist friendly. When this is combined with the glFX effects framework now also being created at Khronos it will be significantly easier for developers to author advanced visual effects, package them and optimize them for deployment on a range of platforms.
   
Q10 What advantages does Collaba bring to mobile platforms?
A10 COLLADA is a very general purpose interchange format that enables 3D assets to be freely exchanged between multiple tools. Once the assets for an application are created they can be conditioned for a variety of platforms. As COLLADA is an open standard - I expect to see a significant number of authoring tools and conditioning pipelines being built to enable very flexible content creation for a wide variety of devices. COLLADA has already been adopted by the major DCC tools vendors, as well as EPIC, Google and Adobe.
   
Q11 Does Collaba aim to become a standard for 3D objects broadcasting on the Web? Are progressive loading features available so as to accomodate limited bandwidth?
A11 COLLADA is strictly an authoring format and is not intended for use at run-time. Khronos has recently announced a liaison with the Web3D Consortium whose X3D standard is designed for deployment of networked, real-time 3D - including over the web. The liaison is to ensure that COLLADA and X3D seamlessly complement each other and COLLADA provides a solid foundation for tools supporting X3D content creation. It will be interesting to see if networked 3D technologies developed for the web will find use over mobile networks too.
   
 
  Search on 3d-test with Google
      A PROPOS DE 3D-TEST            INFORMATIONS LEGALES               LINKS              TRANSLATE WITH GOOGLE
 
© 2001-2007 3d-test, Panorama of web 3D technologies, 3d-test is edited by Westimages Realtime 3D Solution Provider