03.01.2013 Views

OpenGL ES Market Opportunities Imagination ... - Khronos Group

OpenGL ES Market Opportunities Imagination ... - Khronos Group

OpenGL ES Market Opportunities Imagination ... - Khronos Group

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

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.

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!