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