The Ever Expanding OpenGL ES Market Opportunities
Kristof Beets 3rd Party Relations Manager Imagination Technologies [email protected] IMG Introduction
Products Silicon and software IP for multimedia and communication Customers Global semiconductor, fast-moving fabless businesses and system companies People > 400 employees Over 75% highly skilled engineers Offices UK: London (HQ), Chepstow and Leeds Japan: Tokyo USA: California APAC: Taipei, Seoul, Shenzen, Pune Germany: Frankfurt
2 © 2007 Imagination Technologies Ltd. PowerVR MBX Family
OpenGL ES 1.x Compliant OpenVG 1.0 Support Family Members PowerVR MBX PowerVR MBX Lite High Quality, High Performance Texture Filtering Bi-Linear Filtering with MIP-Mapping at Full Speed PowerVR Texture Compression: 2bpp and 4bpp Allows higher quality, higher resolution textures for same bandwidth and storage cost High Quality, High Performance Anti-Aliasing Internal True Color (32 Bit) DOT3 Per-pixel Lighting Optional PowerVR VGP Dedicated programmable Vertex Processing Unit Allows high polygon throughput Offloads Geometry processing from the CPU Advanced features: Skinning, Curved Surfaces, Lighting Licensed by 6 top tier semiconductor companies De-facto standard for Mobile Graphics
3 © 2007 Imagination Technologies Ltd. PowerVR SGX Family
OpenGL-ES 2.x Optimised for OpenVG 1.x Wireless PowerVR SGX Family Members SGX510, SGX520, SGX530 sizes ranging from less than 2mm2 to 8mm2 in a 90nm process. Additional Family Members for higher-end markets Universal Scalable Shader Engine™ (USSE) Scalable multi-threaded processing engine Vertex, Pixel, Video, Imaging, Physics, etc. processing Single Compiler Advanced Geometry and Pixel Processing Procedural Geometry, Higher Order Surfaces, etc. Advanced Vertex Shaders Advanced Pixel Shaders including as HDR and Parallax bump mapping Advanced Shadow Techniques such as Shadow maps Programmable Anti-Aliasing On-chip Multiple Render Targets (MRTs) IEEE 32 Bit Floating Point Internal Accuracy Already licensed by Intel, Renesas, Texas Instruments and NEC
4 © 2007 Imagination Technologies Ltd. PowerVR Success in Market
Already more than 45 PowerVR MBX enabled Handhelds shipping worldwide From Nokia, Motorola, NEC, Fujitsu, Mitsubishi, Panasonic, Sharp, Sony Ericsson, … More than 40 Million Units shipped with Hardware Accelerated 3D Graphics
Nokia E90 P903 F903itv F903ix D903itv D903i DOLCE Mitsubishi P903itv P903i Nokia N95 Nokia 93i ix D702i
Nokia N800 Mitsubishi Nokia N93 N903i D851WM D902iS F902iS N902iS N902iX P902iS SH902iS Sharp Panasonic SH702iD P702iD
M608c M600 W950 P990 Motorola MS550 Motorola Z8 Motorola Q9 DoCoMo Sony Ericsson SH902i SO902i P902i N902i D902i F902i
SK Teletech DELL Axim Pantech PN-8300 PepperPad DELL Axim IM-8300 DoCoMo M901 Helio ‘Hero’ X50v X51v DoCoMo F901 Many more to come …
5 © 2007 Imagination Technologies Ltd. Why IP Licensing ?
Reduced Time-To-Market Complete hardware and software deliverables ready-to-go for SoC integration Extensively tested Silicon proven Software proven in multiple OS/API combinations Reduced Business Risk and Cost Benefit from PowerVR’s many years of R&D in embedded graphics You won’t lose your market window of opportunity Reduces verification costs greatest cost component of chip development Provide patent protection 3D is a highly patented area, and IMG hold several fundamental patents Licensing unique, leading-edge IP can raise barriers to competitors who do not possess it Access to new markets/applications or even business diversification Without having to develop the right expertise in-house (takes a long time) Allows licensee to focus on their value-add Avoid having to reinvent the wheel Complete Solution Software, Ecosystem, SDKs, Tools and even content
6 © 2007 Imagination Technologies Ltd. Opportunities for Khronos OpenGL ES Accelerated Graphics
Hardware Accelerated Graphics offer opportunities in a wide variety of market segments including: Handheld Devices SDTV, IPTV, HDTV and STB In-Car Gaming & Gambling Systems Advertising Screens Etc.
Hardware Accelerated Graphics enable key target applications including: Advanced Graphical User Interfaces Navigation Games Data Visualisation Flash Product Differentiators Etc.
7 © 2007 Imagination Technologies Ltd. Target Market: Handheld Products
Accelerated Graphics are becoming standard on: Mobile Phones Handheld Gaming Devices Portable Media Players Handheld Personal Navigation Units
Mobile Phones Portable Media Player Handheld Navigation Handheld Gaming
8 © 2007 Imagination Technologies Ltd. Screenshots provided courtesy of PowerVR Insider Members: Acrodea, TAT and Firemint Target Market: Mobile TV, SDTV, IPTV, HDTV & STB
Accelerated Graphics are becoming standard on: Mobile TV Standard Definition TVs Internet Protocol TVs High Definition TVs Settop Boxes including HD DVD and Blu-Ray DVD
Mobile TV Platform SDTV, IPTV, HDTV, STB
9 © 2007 Imagination Technologies Ltd. Screenshots provided courtesy of PowerVR Insider Member: TAT Target Market: In Car
Accelerated Graphics are becoming standard for: In-Car Navigation Systems In-Car Entertainment Systems
In-Car Navigation System
10 © 2007 Imagination Technologies Ltd. Target Market: Gaming & Gambling
Accelerated Graphics are standard on: Mass Market Arcade Systems Mass Market Gambling Systems
Mass Market Low Cost Gambling Systems
11 © 2007 Imagination Technologies Ltd. Screenshots provided courtesy of PowerVR Insider Member: Mobile Steam Target Market: Digital Advertising and Signs
Advertising and Information Signs are progressively becoming more dynamic and data driven requiring graphics to be generated on-the-fly Remote Graphics Production and Video Distribution are unreliable and quality is no longer acceptable to the public
Airport News Information Display Advertising Kiosk
12 © 2007 Imagination Technologies Ltd. Target Application: User Interfaces
Advanced User Interfaces are a key driving Factor for the accelerated adoption of Accelerated Graphics on virtually all devices ranging from Phones to HDTV’s
UI Concepts for HDTV
UI Concepts for Mobile Phones
13 © 2007 Imagination Technologies Ltd. Screenshots provided courtesy of PowerVR Insider Members: Acrodea and TAT Target Application: Navigation
Increasing complexity and 3D Views are a key driving Factor for the adoption of Accelerated Graphics for Navigation Applications
Advanced 3D Navigation
14 © 2007 Imagination Technologies Ltd. Target Application: Gaming Higher Resolution Screens, Better Performance, Higher Quality enforce Hardware Accelerated Graphics on any Gaming device. High Quality Texture Filtering High-detail 3D & Polygonal Increased Background Texture resolution
Software Version Reflection Mapping
Increased Performance
Higher Screen Resolution & Increased Polygon Counts Alpha- OpenGL-ES PowerVR MBX Blended Hardware Accelerated Version Menu
15 © 2007 Imagination Technologies Ltd. Screenshots provided courtesy of PowerVR Insider Member: Celeris Target Application: Data Visualisation
Minimal data flow across the network but maximal visualisation flexibility and quality drive the adoption of accelerated graphics with “on-device” generated visualisation rather than pure video streaming
3D Ticker Reception System
Shopping Centre Navigation
16 © 2007 Imagination Technologies Ltd. Screenshots provided courtesy of PowerVR Insider Members: Net-Dimension and Visrt Target Application: Flash Advertising, Gaming, UI, etc.
Optimised Embedded Solutions with high performance Adobe Flash playback are possible using Hardware Acceleration Usage in Advertising Kiosks, In-store and in Public Transport Accelerated Browser Flash experience on Handheld devices Accelerated Flash Gaming on Settop Boxes
17 © 2007 Imagination Technologies Ltd. Screenshots provided courtesy of PowerVR Insider Member: Scaleform Target Application: Product Differentiation and Branding
Graphics have a massive impact on immediately perceived quality of a product and Accelerated Graphics are helping products stand out from the crowd
Hardware Accelerated Music Visualisation for PMP Differentiation
18 © 2007 Imagination Technologies Ltd. Standardisation is Essential
How to enable Hardware Accelerated 3D Graphics ? Native direct low-level access to the Hardware is not realistic ! Developers prefer to write to a single API support by all HW available Standard maximises available content, high quality content helps drive sales Khronos Group has created several royalty-free Graphics APIs OpenGL ES 1.1/2.0 , OpenVG, OpenMax, EGL, etc. Conformance Test to assure proper implementation on Devices Wide Industry support with more than 120 members !
19 © 2007 Imagination Technologies Ltd. OpenGL ES 1.1 Overview
“Fixed Function” 3D Acceleration Based on OpenGL 1.5 Specification
Key Features Fixed Point and Floating Point Data Formats Vertex Arrays and Buffer Objects Fixed-Function Transformation and Lighting Point, Line, Triangle, Triangle Strip, Triangle Fan Primitives Minimum 2 layer Multi-Texturing Vertex Skinning Functionality Texture Filtering Texture Compression Alpha Blending Z-Buffer / Stencil Buffer / Color Buffer
20 © 2007 Imagination Technologies Ltd. OpenGL ES 2.0 Overview
“Programmable” 3D Acceleration Based on OpenGL 2.0 Specification
Key Features Programmable Transform and Lighting through Vertex Shader Programmable Pixel Rasterization through Fragment Shader Support for 3 levels of precision in the Shader Programs No Fixed Function Vertex or Fragment Shading Breaks backwards compatibility ! Fixed function components Alpha Blend & Test Depth / Stencil Test Texture Filtering Texture Compression Including royalty free ETC Frame Buffer Objects
21 © 2007 Imagination Technologies Ltd. OpenGL ES 1.1 versus 2.0
Fixed Function limits your creativity to a fixed set of options Limited number of ways to “combine” 2 textures
With programmability only your own creativity is the limiting factor… Just a small selection of the infinite set of possibilities…
22 © 2007 Imagination Technologies Ltd. Hardware Acceleration Essential
Hardware Accelerated Graphics solutions offer: Improved Image Quality
Software OpenGL ES 1.1 Hardware OpenGL ES 2.0 Hardware
Improved Performance Software Vertex Processing struggles to handle ~150K Polygons/Second with 100% CPU Load while dedicated specialised hardware easily handles more than 2.3M Polygons/Second with minimal CPU load Hardware Pixel Processing using various hacks and without filtering struggles to draw 5 MPixels/Second with 100% CPU Load while dedicated specialised hardware easily handles more than 50MPixels/Second with minimal CPU load Reduced Power Consumption
23 © 2007 Imagination Technologies Ltd. Golden Rules for Maximum Performance using OpenGL ES 1.1
Maximise Batch Size and Minimise API Calls to reduce CPU Load Consider Texture Pages, Software Transform, Etc. Optimise Geometry Submission Formats and Mechanism Use Optimisations tools and guidelines provided in SDKs Use High-level culling and LOD Techniques Do not submit the whole world geometry ! Consider LOD variants of complex objects OpenGL ES Lighting is expensive Has to implement according to specifications, no short-cuts possible Use the smallest number of lights and lowest complexity lights Consider using Per Pixel Lighting (DOT3) instead Use Compressed MIPMapped Texture Formats with a sensible size Use HW specific compression formats such as PVRTC Use Bilinear Filtering with Nearest MIPMapping Don’t use a 1024x1024 texture for an object 10 pixels on the screen Only Enable Alpha Blending and Alpha Testing when required
24 © 2007 Imagination Technologies Ltd. More recommendations available from www.khronos.org and www.powervrinsider.com Golden Rules for Maximum Performance using OpenGL ES 2.0
Same recommendations as with OpenGL ES 1.1, and additionally:
Optimise the “Precision” usage within Shader Programs Use lowp and mediump where possible Avoid using highp or mediump for all operations Use “branching” to avoid complex calculations when not required LOD Shaders which reduce complexity for objects further away Über Shaders which allow increased batch sizes Move calculations from the Pixel Shader to the Vertex Shader Generally many more pixels than vertices Consider using Texture Maps to replace complex functions E.g. “Normalise” through a cube map rather than using maths Use Shader cycles sensibly… Using 1000s of instructions for every pixel on the screen is not fast…
25 © 2007 Imagination Technologies Ltd. More recommendations available from www.khronos.org and www.powervrinsider.com Content & Support Essential Ecosystems, SDKs & Tools
PowerVR Insider Ecosystem Technical Support Dedicated experience Team SDK More than 30 different platform SDKs available Available for free download now online ! Tools Market-leading set of tools for Embedded Developers Available for free download now online ! Co-Marketing Website www.powervrinsider.com Newsletters Presentations Several Partners included in this presentation Joint Event Participation 3GSM, GDC, SIGGRAPH, Khronos, etc. More than 1200 signed-up members Dedicated to the Embedded space !
26 © 2007 Imagination Technologies Ltd. SDKs and Tools available from www.khronos.org and www.powervrinsider.com PowerVR Insider Overview
OEMs Networks Nokia, Sharp, NEC, SKTelecom, Vodafone, Benchmarks Developers & Publishers Sony Ericsson, DoCoMo, Orange, … Motorola, Dell, … Futuremark Acrodea, Aspyr, EA, Jbenchmark FunBurger, Firemint, Candella Software GOMID, Lagardere Active, Miremare, OmniG Software, Semiconductor Partners Bear Naked Productions, Noctemware, Polarbit, Pulse TI, Renesas, Freescale, Interactive, Scaleform, Rock NXP, Intel, Samsung, … Pool Games, TAT, 3RZHU95 Middleware Vendors Fathammer, Xen Games, ,QVLGHU Ideaworks3D, SpinVector, EA/Criterion, Synergenix, Barking Lizards, Digital HI-Corp, Fathammer, Legends, RocketScience, NetDimension, IdeaWorks3D, The Code Monkeys, … … JAVA VM Vendors OS & Service Providers Aplix, Esmertec, Sun, Tao Group, … Microsoft, Symbian, Montavista, ALT Software, Flash & SVG Player JAVA JSR Vendors GRemedy, Quantum3D, Vendors Intrinsyc, Seaweed, QNX, HI Corp, Superscape, Zandient, … Acrodea, Adobe, Bitflash, Tao Group, … Scaleform, IKIVO, …
27 © 2007 Imagination Technologies Ltd. Join the PowerVR Insider Ecosystem at www.powervrinsider.com Conclusion
Accelerated Graphics are a required feature in many product markets Including Handhelds, MobileTV, TV, In-Car, Gaming, Gambling, Advertising, and many more…
Accelerated Graphics enable key applications to evolve to next generation level Advanced User Interfaces, 3D Navigation, Gaming, Flash, Data Visualisation, Etc.
Accelerated Graphics are the dominant product differentiator Massive impact on 1st product impression in shops
Industry Standard APIs from Khronos enable content on Accelerated Graphics HW Minimise Fragmentation for Developers Maximise Available Content for Products
Opportunities available today to develop commercially successful hw and/or sw products that take advantage of Hardware Accelerated Graphics Cores SDKs, Tools, Technical Support through an Ecosystem are essential for success
28 © 2007 Imagination Technologies Ltd. PowerVR MBX Demonstrations
Small selection of demonstrations available on PowerVR MBX enabled handsets TODAY:
Raging Thunder ZooCube
Wave Blazer Viz|Engine Mobile Sky Striker
Mirage ES SiL Oval Racer Music Visualisation Mega Monster
29 © 2007 Imagination Technologies Ltd. More information available on www.powervrinsider.com PowerVR SGX Demonstrations
Demonstration of PowerVR SGX programmable GPU Test Silicon Supports OpenGL ES 2.0 and equivalent standard APIs Shaders allow a developer’s creativity to become the defining factor for the look of the application Shaders are critical for the next generation of advanced games and applications such as User Interfaces Demonstrating: Complex Desktop Applications on a Mobile GPU with high performance, low power consumption and minimal memory footprint Procedural Texturing Shaders – reducing memory footprint and bandwidth Dynamic Geometry – Advanced effects with minimal CPU overhead Multi-Path Shaders – High-performance Branching within the SGX Shader Engine
30 © 2007 Imagination Technologies Ltd. Questions ?
31 © 2007 Imagination Technologies Ltd.