OpenGL ES. Kristof Beets 3 rd Party Relations Manager Imagination Technologies
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1 OpenGL ES Kristof Beets 3 rd Party Relations Manager Imagination Technologies Kristof.beets@imgtec.com
2 IMG IP > % Offices : ( ), : : :,,, : 2
3 PowerVR MBX OpenGL ES 1.x Compliant OpenVG 1.0 Support PowerVR MBX PowerVR MBX Lite MIP-Mapping PowerVR : 2bpp 4bpp DOT3 (32 Bit) PowerVR VGP 6 CPU :,, 3
4 PowerVR SGX OpenGL-ES 2.x OpenVG 1.x PowerVR SGX SGX510, SGX520, SGX530 2mm 2 8mm 2 90nm. Universal Scalable Shader Engine (USSE),,,,, HDR Parallax bump mapping Shadow maps On-chip Multiple Render Targets (MRTs) IEEE 32 Bit Floating Point Internal Accuracy Intel, Renesas, Texas Instruments NEC 4
5 PowerVR 45 PowerVR MBX Nokia, Motorola, NEC, Fujitsu, Mitsubishi, Panasonic, Sharp, Sony Ericsson, 3D Nokia N95 Nokia 93i Nokia E90 P903itv P903i P903 ix F903itv F903ix D903itv D903i DOLCE Mitsubishi D702i Nokia N93 Nokia N800 Mitsubishi D851WM N903i D902iS F902iS N902iS N902iX P902iS SH902iS Sharp Panasonic SH702iD P702iD M600 W950 P990 Sony Ericsson M608c Motorola MS550 Motorola Z8 Motorola Q9 SH902i SO902i P902i N902i DoCoMo D902i F902i SK Teletech IM-8300 DoCoMo F901 DoCoMo M901 Pantech PN-8300 Helio Hero Many more to come PepperPad DELL AximDELL Axim X50v X51v 5
6 IP SoC OS/API PowerVR s 3D /, IMG, leading-edge IP ( ), SDKs, 6
7 Khronos OpenGL ES : SDTV, IPTV, HDTV STB In-Car Gaming & Gambling Systems : Flash 7
8 : Handheld Products : 8 Screenshots provided courtesy of PowerVR Insider Members: Acrodea, TAT and Firemint
9 : Mobile TV, SDTV, IPTV, HDTV & STB : Settop Boxes HD DVD Blu-Ray DVD Mobile TV Platform SDTV, IPTV, HDTV, STB 9 Screenshots provided courtesy of PowerVR Insider Member: TAT
10 : : 10
11 : : 11 Screenshots provided courtesy of PowerVR Insider Member: Mobile Steam
12 : Airport News Information Display Advertising Kiosk 12
13 : HDTV HDTV UI UI 13 Screenshots provided courtesy of PowerVR Insider Members: Acrodea and TAT
14 : 3D Advanced 3D Navigation 14
15 :,, High Quality Texture Filtering & Increased Texture resolution High-detail 3D Polygonal Background Software Version Increased Performance Reflection Mapping Higher Screen Resolution & Increased Polygon Counts Alpha- Blended Menu OpenGL-ES PowerVR MBX 15 Screenshots provided courtesy of PowerVR Insider Member: Celeris
16 : 3D Ticker 16 Screenshots provided courtesy of PowerVR Insider Members: Net-Dimension and Visrt
17 : Adobe Flash playback, Settop Boxes 17 Screenshots provided courtesy of PowerVR Insider Member: Scaleform
18 : Hardware Accelerated Music Visualisation for PMP Differentiation 18
19 3D 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 APIs OpenGL ES 1.1/2.0, OpenVG, OpenMax, EGL, etc. Conformance Test to assure proper implementation on Devices
20 OpenGL ES 1.1 Fixed Function 3D OpenGL 1.5,,,, 2 Skinning Alpha Z-Buffer / Stencil Buffer / Color Buffer 20
21 OpenGL ES 2.0 Programmable 3D OpenGL 2.0 shader shader Shader 3 Breaks! shading Alpha Blend & Test Depth / Stencil Test Texture Filtering ETC 21
22 OpenGL ES 1.1 VS
23 : OpenGL ES 1.1 OpenGL ES 2.0 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 23
24 OpenGL ES 1.1 Batch API Calls CPU Consider Texture Pages, Software Transform, Etc. Use Optimisations tools and guidelines provided in SDKs culling LOD Do not submit the whole world geometry! Consider LOD variants of complex objects OpenGL ES 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 MIPMapped 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 Alpha Blending Alpha Testing 24 More recommendations available from and
25 OpenGL ES 2.0 OpenGL ES 1.1, : Shader Precision Use lowp and mediump where possible Avoid using highp or mediump for all operations branching Über Shaders which allow increased batch sizes Shader Texture Maps E.g. Normalise through a cube map rather than using maths Shader Using 1000s of instructions for every pixel on the screen is not fast 25 More recommendations available from and
26 & Tools, SDKs & PowerVR Insider Ecosystem SDK 30 SDKs!! GSM, GDC, SIGGRAPH, Khronos, etc.! 26 SDKs and Tools available from and
27 PowerVR Developers & Publishers Acrodea, Aspyr, EA, FunBurger, Firemint, GOMID, Lagardere Active, Miremare, OmniG Software, Bear Naked Productions, Noctemware, Polarbit, Pulse Interactive, Scaleform, Rock Pool Games, TAT, Fathammer, Xen Games, Ideaworks3D, SpinVector, Barking Lizards, Digital Legends, RocketScience, The Code Monkeys, OS & Service Providers Microsoft, Symbian, Montavista, ALT Software, GRemedy, Quantum3D, Intrinsyc, Seaweed, QNX, Zandient, OEMs Nokia, Sharp, NEC, Sony Ericsson, Motorola, Dell, 3RZHU95,QVLGHU Flash & SVG Player Vendors Acrodea, Adobe, Bitflash, Scaleform, IKIVO, Networks SKTelecom, Vodafone, DoCoMo, Orange, JAVA JSR Vendors HI Corp, Superscape, Tao Group, Benchmarks Futuremark Jbenchmark Candella Software Semiconductor Partners TI, Renesas, Freescale, NXP, Intel, Samsung, Middleware Vendors EA/Criterion, Synergenix, HI-Corp, Fathammer, NetDimension, IdeaWorks3D, JAVA VM Vendors Aplix, Esmertec, Sun, Tao Group, 27 Join the PowerVR Insider Ecosystem at
28 , TV, TV,,,,, 3D,,,. Khronos APIs SDKs, Tools, 28
29 PowerVR MBX PowerVR MBX : Raging Thunder ZooCube Wave Blazer Viz Engine Mobile Sky Striker Oval Racer Mirage ES Music Visualisation Mega Monster SiL 29 More information available on
30 PowerVR SGX PowerVR SGX programmable GPU Test Silicon OpenGL ES 2.0 APIs Shaders Shaders : CPU Procedural Texturing Shaders Dynamic Geometry CPU Multi-Path Shaders SGX Shader Engine Branching 30
31 ? 31
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