Brief History of Graphics Hardware, Opengl ES, Opengl 3.1+, Webgl
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(POSIX®)— Part 1: System Application Program Interface (API) [C Language]
International Standard ISO/IEC 9945-1: 1996 (E) IEEE Std 1003.1, 1996 Edition (Incorporating ANSI/IEEE Stds 1003.1-1990, 1003.1b-1993, 1003.1c-1995, and 1003.1i-1995) Information technology—Portable Operating System Interface (POSIX®)— Part 1: System Application Program Interface (API) [C Language] Sponsor Portable Applications Standards Committee of the IEEE Computer Society Adopted as an International Standard by the International Organization for Standardization and by the International Electrotechnical Commission Published by The Institute of Electrical and Electronics Engineers, Inc. Abstract: This standard is part of the POSIX series of standards for applications and user interfaces to open systems. It defines the applications interface to basic system services for input/output, file system access, and process management. It also defines a format for data interchange. When options specified in the Realtime Extension are included, the standard also defines interfaces appropriate for realtime applications. When options specified in the Threads Extension are included, the standard also defines interfaces appropriate for multithreaded applications. This standard is stated in terms of its C language binding. Keywords: API, application portability, C (programming language), data processing, information interchange, open systems, operating system, portable application, POSIX, programming language, realtime, system configuration computer interface, threads POSIX is a registered trademark of the Institute of Electrical and Electronics Engineers, Inc. Quote in 8.1.2.3 on Returns is taken from ANSI X3.159-1989, developed under the auspices of the American National Standards Accredited Committee X3 Technical Committee X3J11. The Institute of Electrical and Electronics Engineers, Inc. 345 East 47th Street, New York, NY 10017-2394, USA Copyright © 1996 by the Institute of Electrical and Electronics Engineers, Inc. -
GLSL 4.50 Spec
The OpenGL® Shading Language Language Version: 4.50 Document Revision: 7 09-May-2017 Editor: John Kessenich, Google Version 1.1 Authors: John Kessenich, Dave Baldwin, Randi Rost Copyright (c) 2008-2017 The Khronos Group Inc. All Rights Reserved. This specification is protected by copyright laws and contains material proprietary to the Khronos Group, Inc. It or any components may not be reproduced, republished, distributed, transmitted, displayed, broadcast, or otherwise exploited in any manner without the express prior written permission of Khronos Group. You may use this specification for implementing the functionality therein, without altering or removing any trademark, copyright or other notice from the specification, but the receipt or possession of this specification does not convey any rights to reproduce, disclose, or distribute its contents, or to manufacture, use, or sell anything that it may describe, in whole or in part. Khronos Group grants express permission to any current Promoter, Contributor or Adopter member of Khronos to copy and redistribute UNMODIFIED versions of this specification in any fashion, provided that NO CHARGE is made for the specification and the latest available update of the specification for any version of the API is used whenever possible. Such distributed specification may be reformatted AS LONG AS the contents of the specification are not changed in any way. The specification may be incorporated into a product that is sold as long as such product includes significant independent work developed by the seller. A link to the current version of this specification on the Khronos Group website should be included whenever possible with specification distributions. -
Computer Graphics on Mobile Devices
Computer Graphics on Mobile Devices Bruno Tunjic∗ Vienna University of Technology Figure 1: Different mobile devices available on the market today. Image courtesy of ASU [ASU 2011]. Abstract 1 Introduction Computer graphics hardware acceleration and rendering techniques Under the term mobile device we understand any device designed have improved significantly in recent years. These improvements for use in mobile context [Marcial 2010]. In other words this term are particularly noticeable in mobile devices that are produced in is used for devices that are battery-powered and therefore physi- great amounts and developed by different manufacturers. New tech- cally movable. This group of devices includes mobile (cellular) nologies are constantly developed and this extends the capabilities phones, personal media players (PMP), personal navigation devices of such devices correspondingly. (PND), personal digital assistants (PDA), smartphones, tablet per- sonal computers, notebooks, digital cameras, hand-held game con- soles and mobile internet devices (MID). Figure 1 shows different In this paper, a review about the existing and new hardware and mobile devices available on the market today. Traditional mobile software, as well as a closer look into some of the most important phones are aimed at making and receiving telephone calls over a revolutionary technologies, is given. Special emphasis is given on radio link. PDAs are personal organizers that later evolved into de- new Application Programming Interfaces (API) and rendering tech- vices with advanced units communication, entertainment and wire- niques that were developed in recent years. A review of limitations less capabilities [Wiggins 2004]. Smartphones can be seen as a that developers have to overcome when bringing graphics to mobile next generation of PDAs since they incorporate all its features but devices is also provided. -
Powervr SGX Series5xt IP Core Family
PowerVR SGX Series5XT IP Core Family The PowerVR™ SGX Series5XT Graphics Processing Unit (GPU) IP core family is a series Features of highly efficient graphics acceleration IP cores that meet the multimedia requirements of • Most comprehensive IP core family the next generation of consumer, communications and computing applications. and roadmap in the industry PowerVR SGX Series5XT architecture is fully scalable for a wide range of area and • USSE2 delivers twice the peak performance requirements, enabling it to target markets from low cost feature-rich mobile floating point and instruction multimedia products to very high performance consoles and computing devices. throughput of Series5 USSE • YUV and colour space accelerators The family incorporates the second-generation Universal Scalable Shader Engine (USSE2™), for improved performance with a feature set that exceeds the requirements of OpenGL 2.0 and Microsoft Shader • Upgraded PowerVR Series5XT Model 3, enabling 2D, 3D and general purpose (GP-GPU) processing in a single core. shader-driven tile-based deferred rendering (TBDR) architecture • Multi-processor options enable scalability to higher performance • Support for all industry standard PowerVR SGX Family mobile and desktop graphics APIs and operating sytems Series5XT SGX543MP1-16, SGX544MP1-16, SGX554MP1-16 • Fully backwards compatible with PowerVR MBX and SGX Series5 Series5 SGX520, SGX530, SGX531, SGX535, SGX540, SGX545 Benefits Multi-standard API and OS • Extensive product line supports all area/performance requirements OpenGL -
GPU Developments 2018
GPU Developments 2018 2018 GPU Developments 2018 © Copyright Jon Peddie Research 2019. All rights reserved. Reproduction in whole or in part is prohibited without written permission from Jon Peddie Research. This report is the property of Jon Peddie Research (JPR) and made available to a restricted number of clients only upon these terms and conditions. Agreement not to copy or disclose. This report and all future reports or other materials provided by JPR pursuant to this subscription (collectively, “Reports”) are protected by: (i) federal copyright, pursuant to the Copyright Act of 1976; and (ii) the nondisclosure provisions set forth immediately following. License, exclusive use, and agreement not to disclose. Reports are the trade secret property exclusively of JPR and are made available to a restricted number of clients, for their exclusive use and only upon the following terms and conditions. JPR grants site-wide license to read and utilize the information in the Reports, exclusively to the initial subscriber to the Reports, its subsidiaries, divisions, and employees (collectively, “Subscriber”). The Reports shall, at all times, be treated by Subscriber as proprietary and confidential documents, for internal use only. Subscriber agrees that it will not reproduce for or share any of the material in the Reports (“Material”) with any entity or individual other than Subscriber (“Shared Third Party”) (collectively, “Share” or “Sharing”), without the advance written permission of JPR. Subscriber shall be liable for any breach of this agreement and shall be subject to cancellation of its subscription to Reports. Without limiting this liability, Subscriber shall be liable for any damages suffered by JPR as a result of any Sharing of any Material, without advance written permission of JPR. -
Building Native Apps for BB10/Playbook for Ios Developers
Building native apps for BB10/PlayBook for iOS developers Ranbijay Kumar & Prakash Sainani Developer Relations – Research In Motion BlackBerry 10 SDKs Java ActionScript C/C++ C++/Qt HTML5 BlackBerry ® Android ™ ™ Adobe ® AIR ® Native SDK Cascades WebWorks Runtime Architecture Native & HTML5 Apps Android Apps Adobe AIR Apps HTML/CSS Open GL Java Action Script Cascades QML JavaScript Open AL .apk .swf WebKit JavaScript C++ C/C++ Android Runtime AIR Runtime Platform APIs Qt C++ C/C++ Network Storage Audio/Video Graphics Push i18n … QNX Kernel BlackBerry 10 Foundations Platform APIs & Core PackagesApplications Android Native Web AIR Player Runtime Runtime Runtime Application BBM™ Application Payment Advertising Push Data Notification Phone Calendar Infrastructure Service Platform Invocation Share Analytics Contacts Messages Tasks … Configuration Cascades Search Config Balance Backup / Lifecycle Utilities i18n Instrument n … Restore System Service Authenticatio Navigator Installer Launcher Multimedia SQLite NFC n Window WebKit Protocols Network DRM Crypto … Manager OSOS Memory Process Power Device IPC File System … Management Management Management Drivers The Platforms iOS BB10 UIKit Cascades / QML Application Frameworks Webkit Application Frameworks [Maps, Message …] [Qt, Maps, PIM, Share …] Graphics and Audio Graphics and Audio Core Services Core Services (/BPS) iOS (Kernel) & Drivers Posix BB10 (QNX micro-kernel) & Drivers Types of Apps iOS BB10 Native Native (Objective C and Cocoa Touch (C/C++, QML, Cascades, UIKit , OpenGL) OpenGL) Web Apps Web Apps Native with Webview Native with Webview PhoneGap… WebWorks, PhoneGap… Native and Web Apps in BB10 C/C++ is used widely due to it’s portability. It’s a true cross-platform language (combined with POSIX) Enables Lots of BB10 Open Source Frameworks iOS can also run C/C++ apps (Objective-C++). -
414 Advances in Opengl ES for Ios 5 V3 DD F
Advances in OpenGL ES for iOS 5 Session 414 Gokhan Avkarogullari Eric Sunalp iPhone GPU Software These are confidential sessions—please refrain from streaming, blogging, or taking pictures 1 iPad 2 2 3 Per Pixel Lighting/ Normal Maps 4 LightMaps GlossMaps SpecularMaps 5 Dynamic Shadows 6 MSAA 7 Higher Poly Models 8 GLKit New Features 9 GLKit New Features 10 OpenGL ES 2.0 Molecules.app OpenGL ES 1.1 OpenGL ES 2.0 11 GLKit Goals • Making life easier for the developers ■ Find common problems ■ Make solutions available • Encourage unique look ■ Fixed-function pipeline games look similar ■ Shaders to rescue ■ How about porting 12 GLKit GLKTextureLoader GLKTextureLoader • Give a reference—get an OpenGL Texture Object • No need to deal ImageIO, CGImage, libjpg, libpng… 13 GLKit GLKView and GLKViewController GLKTextureLoader GLKView/ViewController • First-class citizen of UIKit hierarchy • Encapsulates FBOs, display links, MSAA management… 14 GLKit GLKMath GLKTextureLoader GLKView/ViewController GLKMath • 3D Graphics math library • Matrix stack, transforms, quaternions… 15 GLKit GLKEffects GLKTextureLoader GLKView/ViewController GLKMath GLKEffects • Fixed-function pipeline features implemented in ES 2.0 context 16 GLKTextureLoader 17 GLKTextureLoader Overview • Makes texture loading simple • Supports common image formats ■ PNG, JPEG, TIFF, etc. • Non-premultiplied data stays non-premultiplied • Cubemap texture support • Convenient loading options ■ Force premultiplication ■ Y-flip ■ Mipmap generation 18 GLKTextureLoader Basic usage • Make an EAGLContext -
Next Media Deliverable Template
WP 1 AND EREADING AND D 1.1.4.1 STATE-OF-THE-ART-STANDARDS Deliverable number 1.1.4.1 State-of-the art, html5-standard Author(s): Olli Nurmi Confidentiality: Public Date and status: 7.9.2011 - Status: Version 1.0 This work was supported by TEKES as part of the next Media programme of TIVIT (Finnish Strategic Centre for Science, Technology and Innovation in the field of ICT) Next Media - a Tivit Programme Phase 2 (1.1-31.12.2011) Version history: Version Date State Author(s) OR Remarks (draft/ /update/ final) Editor/Contributors 0.9 30.6.2011 draft Olli Nurmi 1.0 1.9.2011 update Olli Nurmi 1.1 28.9.2011 final Olli Nurmi 1.2 4.10.2011 final Olli Nurmi Issues about Onix is removed to separate deliverable next Media www.nextmedia.fi www.tivit.fi WP 1 AND EREADING AND D 1.1.4.1 1 (12) STATE-OF-THE-ART-STANDARDS Next Media - a Tivit Programme Phase 2 (1.1-31.12.2011) Table of Contents 1 Introduction ............................................................................................................. 3 1.1 Web browsers ................................................................................................. 3 1.2 HTML5 – an open standard ............................................................................ 4 1.3 CSS - Cascading Style Sheets ....................................................................... 6 1.4 HTML5 vs native applications ......................................................................... 6 2 HTML5/CSS3 standards ........................................................................................ -
SVG Tutorial
SVG Tutorial David Duce *, Ivan Herman +, Bob Hopgood * * Oxford Brookes University, + World Wide Web Consortium Contents ¡ 1. Introduction n 1.1 Images on the Web n 1.2 Supported Image Formats n 1.3 Images are not Computer Graphics n 1.4 Multimedia is not Computer Graphics ¡ 2. Early Vector Graphics on the Web n 2.1 CGM n 2.2 CGM on the Web n 2.3 WebCGM Profile n 2.4 WebCGM Viewers ¡ 3. SVG: An Introduction n 3.1 Scalable Vector Graphics n 3.2 An XML Application n 3.3 Submissions to W3C n 3.4 SVG: an XML Application n 3.5 Getting Started with SVG ¡ 4. Coordinates and Rendering n 4.1 Rectangles and Text n 4.2 Coordinates n 4.3 Rendering Model n 4.4 Rendering Attributes and Styling Properties n 4.5 Following Examples ¡ 5. SVG Drawing Elements n 5.1 Path and Text n 5.2 Path n 5.3 Text n 5.4 Basic Shapes ¡ 6. Grouping n 6.1 Introduction n 6.2 Coordinate Transformations n 6.3 Clipping ¡ 7. Filling n 7.1 Fill Properties n 7.2 Colour n 7.3 Fill Rule n 7.4 Opacity n 7.5 Colour Gradients ¡ 8. Stroking n 8.1 Stroke Properties n 8.2 Width and Style n 8.3 Line Termination and Joining ¡ 9. Text n 9.1 Rendering Text n 9.2 Font Properties n 9.3 Text Properties -- ii -- ¡ 10. Animation n 10.1 Simple Animation n 10.2 How the Animation takes Place n 10.3 Animation along a Path n 10.4 When the Animation takes Place ¡ 11. -
Troubleshooting Guide Table of Contents -1- General Information
Troubleshooting Guide This troubleshooting guide will provide you with information about Star Wars®: Episode I Battle for Naboo™. You will find solutions to problems that were encountered while running this program in the Windows 95, 98, 2000 and Millennium Edition (ME) Operating Systems. Table of Contents 1. General Information 2. General Troubleshooting 3. Installation 4. Performance 5. Video Issues 6. Sound Issues 7. CD-ROM Drive Issues 8. Controller Device Issues 9. DirectX Setup 10. How to Contact LucasArts 11. Web Sites -1- General Information DISCLAIMER This troubleshooting guide reflects LucasArts’ best efforts to account for and attempt to solve 6 problems that you may encounter while playing the Battle for Naboo computer video game. LucasArts makes no representation or warranty about the accuracy of the information provided in this troubleshooting guide, what may result or not result from following the suggestions contained in this troubleshooting guide or your success in solving the problems that are causing you to consult this troubleshooting guide. Your decision to follow the suggestions contained in this troubleshooting guide is entirely at your own risk and subject to the specific terms and legal disclaimers stated below and set forth in the Software License and Limited Warranty to which you previously agreed to be bound. This troubleshooting guide also contains reference to third parties and/or third party web sites. The third party web sites are not under the control of LucasArts and LucasArts is not responsible for the contents of any third party web site referenced in this troubleshooting guide or in any other materials provided by LucasArts with the Battle for Naboo computer video game, including without limitation any link contained in a third party web site, or any changes or updates to a third party web site. -
Get Started with HTML5 ● Your Best Bet to Experiment with HTML5 – Safari – Chrome As of – Beta: Firefox 4 and IE 9
BibhasBibhas BhattacharyaBhattacharya CTO,CTO, WebWeb AgeAge SolutionsSolutions [email protected]@webagesolutions.com www.webagesolutions.com/trainingwww.webagesolutions.com/training Get Started With HTML5 ● Your best bet to experiment with HTML5 – Safari – Chrome As of – Beta: FireFox 4 and IE 9. October 2010 ● Test your browser: – html5test.com – html5demos.com – www.findmebyip.com/litmus ● JavaScript library to test for HTML5 features – www.modernizr.com Browser Support ● Dreamweaver CS5 11.0.3 update will install HTML5 compatibility pack. ● CS4 and CS3 users should download the pack from Dreamweaver Exchange. ● See a demo: – www.youtube.com/watch?v=soNIxy2sj0A DreamWeaver Story - The canvas element - Custom audio & video player - New semantic elements - Geolocation (header, section, footer etc.) - Local data storage - New form input elements - Web SQL & IndexedDB (e-mail, date, time etc.) - Offline apps - Audio and video - Messaging - CSS3 - Web worker - Push using WebSocket For web page designers For developers What's New in HTML5? SimplifiedSimplified <!DOCTYPE html> DOCTYPEDOCTYPE <html> <head> <title>Page Title</title> Simplified <meta charset="UTF-8"> Simplified charsetcharset settingsetting </head> <body> <p>Hello World</p> </body> </html> Basic HTML 5 Document ● Elements that have no special visual styling but are used to provide structure and meaning to the content. ● HTML4 semantic elements – div (block) – span (in line) ● HTML5 semantic elements – header, footer, section, article, aside, time and others.. -
3Dfx Oral History Panel Gordon Campbell, Scott Sellers, Ross Q. Smith, and Gary M. Tarolli
3dfx Oral History Panel Gordon Campbell, Scott Sellers, Ross Q. Smith, and Gary M. Tarolli Interviewed by: Shayne Hodge Recorded: July 29, 2013 Mountain View, California CHM Reference number: X6887.2013 © 2013 Computer History Museum 3dfx Oral History Panel Shayne Hodge: OK. My name is Shayne Hodge. This is July 29, 2013 at the afternoon in the Computer History Museum. We have with us today the founders of 3dfx, a graphics company from the 1990s of considerable influence. From left to right on the camera-- I'll let you guys introduce yourselves. Gary Tarolli: I'm Gary Tarolli. Scott Sellers: I'm Scott Sellers. Ross Smith: Ross Smith. Gordon Campbell: And Gordon Campbell. Hodge: And so why don't each of you take about a minute or two and describe your lives roughly up to the point where you need to say 3dfx to continue describing them. Tarolli: All right. Where do you want us to start? Hodge: Birth. Tarolli: Birth. Oh, born in New York, grew up in rural New York. Had a pretty uneventful childhood, but excelled at math and science. So I went to school for math at RPI [Rensselaer Polytechnic Institute] in Troy, New York. And there is where I met my first computer, a good old IBM mainframe that we were just talking about before [this taping], with punch cards. So I wrote my first computer program there and sort of fell in love with computer. So I became a computer scientist really. So I took all their computer science courses, went on to Caltech for VLSI engineering, which is where I met some people that influenced my career life afterwards.