The Ever Expanding Opengl ES Market Opportunities
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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. -
Imagination Technologies Group Plc Annual Report 2006
Imagination Technologies Group plc Annual Report 2006 The data and projections shown on pages 1-24 are the product of consolidated partner data, analyst information and Imagination Technologies research. Imagination Technologies, the Imagination Technologies logo, PowerVR, the PowerVR logo, Metagence, the Metagence logo, Ensigma, the Ensigma logo, PURE Digital, IMGworks, CodeScape, META, MTX, MBX, MBX Lite, SGX, UCC, MiniEngine, PocketDAB, ReVu, the Bug, the Bug logo, Legato, EVOKE-1, TEMPUS, CHRONOS, OASIS, PURE ONE, SONUS-1XT and Élan are trademarks or registered trademarks of Imagination Technologies Limited. All other logos, products, trademarks and registered trademarks are the property of their respective owners. Copyright © 2006 Imagination Technologies Limited, an Imagination Technologies Group plc company. 4 colour print + matt lamination on 1 side, 215x280mm (h) trim size with 4mm spin, 300gsm board fold, gather and perfect bind 19/06/2006 Contact Oscar Tse / IMG Publications / 01923 260511 / [email protected] Introduction Improvements in technology mean that more and more functions can be integrated onto just one silicon chip. Whilst in the past, half a dozen companies might each have made a specialised chip to go into an advanced product like a TV or mobile phone, now it is more likely that one large semiconductor company will make a single chip that contains most, if not all, of that specialised knowledge. That’s where silicon IP, or ‘intellectual property’ comes in. Semiconductor companies can licence parts of a chip design from companies that specialise in those advanced technologies, instead of developing the technology themselves. They are especially likely to do this in new market areas. -
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 -
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. -
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. -
Webgl: the Standard, the Practice and the Opportunity Web3d Conference August 2012
WebGL: The Standard, the Practice and the Opportunity Web3D Conference August 2012 © Copyright Khronos Group 2012 | Page 1 Agenda and Speakers • 3D on the Web and the Khronos Ecosystem - Neil Trevett, NVIDIA and Khronos Group President • Hands On With WebGL - Ken Russell, Google and WebGL Working Group Chair © Copyright Khronos Group 2012 | Page 2 Khronos Connects Software to Silicon • Khronos APIs define processor acceleration capabilities - Graphics, video, audio, compute, vision and sensor processing APIs developed today define the functionality of platforms and devices tomorrow © Copyright Khronos Group 2012 | Page 3 APIs BY the Industry FOR the Industry • Khronos standards have strong industry momentum - 100s of man years invested by industry leading experts - Shipping on billions of devices and multiple operating systems • Khronos is OPEN for any company to join and participate - Standards are truly open – one company, one vote - Solid legal and Intellectual Property framework for industry cooperation - Khronos membership fees to cover expenses • Khronos APIs define core device acceleration functionality - Low-level “Foundation” functionality needed on every platform - Rigorous conformance tests for cross-vendor consistency • They are FREE - Members agree to not request royalties Silicon Software © Copyright Khronos Group 2012 | Page 4 Apple Over 100 members – any company worldwide is welcome to join Board of Promoters © Copyright Khronos Group 2012 | Page 5 API Standards Evolution WEB INTEROP, VISION MOBILE AND SENSORS DESKTOP OpenVL New API technology first evolves on high- Mobile is the new platform for Apps embrace mobility’s end platforms apps innovation. Mobile unique strengths and need Diverse platforms – mobile, TV, APIs unlock hardware and complex, interoperating APIs embedded – mean HTML5 will conserve battery life with rich sensory inputs become increasingly important e.g. -
Opengl SC 2.0?
White Paper: Should You Be Using OpenGL SC 2.0? Introduction Ten years after the release of the first OpenGL® safety certifiable API specification the Khronos Group, the industry group responsible for graphics and video open standards, has released a new OpenGL safety certifiable specification, OpenGL SC 2.0. While both OpenGL SC 2.0 and the earlier safety critical OpenGL specification, OpenGL SC 1.0.1, provide high performance graphics interfaces for creating visualization and user interfaces, OpenGL SC 2.0 enables a higher degree of application capability with new levels of performance and control. This white paper will introduce OpenGL SC 2.0 by providing context in relationship to existing embedded OpenGL specifications, the differences compared to the earlier safety certifiable OpenGL specification, OpenGL SC 1.0.1 and an overview of new capabilities. Overview of OpenGL Specifications OpenGL Graphics Language (the GL in OpenGL) Application Programming Interfaces (API) is an open specification for developing 2D and 3D graphics software applications. There are three main profiles of the OpenGL specifications. OpenGL – desktop OpenGL ES – Embedded Systems OpenGL SC – Safety Critical From time to time the desktop OpenGL specification was updated to incorporate new extensions which are widely supported by Graphics Processing Unit (GPU) vendors reflecting new GPU capabilities. The embedded systems OpenGL specification branches from the desktop OpenGL specification less frequently and is tailored to embedded system needs. The safety critical OpenGL specification branches from the embedded systems OpenGL specifications and is further tailored for safety critical embedded systems. Figure 1 shows the high level relationship between the OpenGL specifications providing cross-platform APIs for full-function 2D and 3D graphics on embedded systems. -
Powervr Graphics - Latest Developments and Future Plans
PowerVR Graphics - Latest Developments and Future Plans Latest Developments and Future Plans A brief introduction • Joe Davis • Lead Developer Support Engineer, PowerVR Graphics • With Imagination’s PowerVR Developer Technology team for ~6 years • PowerVR Developer Technology • SDK, tools, documentation and developer support/relations (e.g. this session ) facebook.com/imgtec @PowerVRInsider │ #idc15 2 Company overview About Imagination Multimedia, processors, communications and cloud IP Driving IP innovation with unrivalled portfolio . Recognised leader in graphics, GPU compute and video IP . #3 design IP company world-wide* Ensigma Communications PowerVR Processors Graphics & GPU Compute Processors SoC fabric PowerVR Video MIPS Processors General Processors PowerVR Vision Processors * source: Gartner facebook.com/imgtec @PowerVRInsider │ #idc15 4 About Imagination Our IP plus our partners’ know-how combine to drive and disrupt Smart WearablesGaming Security & VR/AR Advanced Automotive Wearables Retail eHealth Smart homes facebook.com/imgtec @PowerVRInsider │ #idc15 5 About Imagination Business model Licensees OEMs and ODMs Consumers facebook.com/imgtec @PowerVRInsider │ #idc15 6 About Imagination Our licensees and partners drive our business facebook.com/imgtec @PowerVRInsider │ #idc15 7 PowerVR Rogue Hardware PowerVR Rogue Recap . Tile-based deferred renderer . Building on technology proven over 5 previous generations . Formally announced at CES 2012 . USC - Universal Shading Cluster . New scalar SIMD shader core . General purpose compute is a first class citizen in the core … . … while not forgetting what makes a shader core great for graphics facebook.com/imgtec @PowerVRInsider │ #idc15 9 TBDR Tile-based . Tile-based . Split each render up into small tiles (32x32 for the most part) . Bin geometry after vertex shading into those tiles . Tile-based rasterisation and pixel shading . -
ADEPT*Preview
11/2006 16 Mar/mar 2006 PCT Gazette - Section III - Gazette du PCT 7781 SECTION III WEEKLY INDEXES INDEX HEBDOMADAIRES INTERNATIONAL APPLICATION NUMBERS AND CORRESPONDING INTERNATIONAL PUBLICATION NUMBERS NUMÉROS DES DEMANDES INTERNATIONALES ET NUMÉROS DE PUBLICATION INTERNATIONALE CORRESPONDANTS International International International International International International Application Publication Application Publication Application Publication Numbers Numbers Numbers Numbers Numbers Numbers Numéros des Numéros de Numéros des Numéros de Numéros des Numéros de demandes publication demandes publication demandes publication internationales internationale internationales internationale internationales internationale AT CA CN PCT/AT2005/000336 WO 2006/026794 PCT/CA2004/001644 WO 2006/026845 PCT/CN2005/000044 WO 2006/026898 PCT/AT2005/000337 WO 2006/026795 PCT/CA2005/000126 WO 2006/026846 PCT/CN2005/000350 WO 2006/026899 PCT/AT2005/000338 WO 2006/026796 PCT/CA2005/000520 WO 2006/026847 PCT/CN2005/000683 WO 2006/026900 PCT/AT2005/000346 WO 2006/026797 PCT/CA2005/000838 WO 2006/026848 PCT/CN2005/000734 WO 2006/026901 PCT/AT2005/000348 WO 2006/026798 PCT/CA2005/001294 WO 2006/026849 PCT/CN2005/000820 WO 2006/026902 PCT/AT2005/000356 WO 2006/026799 PCT/CA2005/001337 WO 2006/026850 PCT/CN2005/000949 WO 2006/026903 PCT/AT2005/000358 WO 2006/026800 PCT/CA2005/001339 WO 2006/026851 PCT/CN2005/000984 WO 2006/026904 PCT/CA2005/001340 WO 2006/026852 PCT/CN2005/001049 WO 2006/026905 AU PCT/CA2005/001355 WO 2006/026853 PCT/CN2005/001196 WO 2006/026906