© copyright khronos group, 2002 - page 1
DESCRIPTION
TRANSCRIPT
© Copyright Khronos Group, 2002 - Page 1
BOF MeetingBOF MeetingSIGGRAPH 2002SIGGRAPH 2002
Khronos Secretary
© Copyright Khronos Group, 2002 - Page 2
Today’s AgendaToday’s AgendaKhronos - Technical and Organizational OverviewKhronos - Technical and Organizational Overview• What is Khronos? What are our goals?
- Neil Trevett, Senior Vice President, 3Dlabs - Khronos Secretary
• OpenML™ 1.0 Technical Overview- Jean-Luc Dery, Technical Leader, Advanced Systems, Discreet
• OpenGL® ES - Embedded API initiative- Neil Trevett, Senior Vice President, 3Dlabs - Khronos Secretary
• Khronos IP Policy – an Innovative Approach- Shawn Underwood, Director of Marketing, SGI
• How do I get involved in driving Khronos Standards?- Neil Trevett, Senior Vice President, 3Dlabs - Khronos Secretary
• Questions and Answers – we want your feedback!
© Copyright Khronos Group, 2002 - Page 3
Driving OPEN Standards for CREATING
and DEPLOYINGDYNAMIC Media
© Copyright Khronos Group, 2002 - Page 4
Khronos’ Evolving OrganizationKhronos’ Evolving Organization
Khronos 1.0Original Promoters cooperated under Khronos Participation agreement 1.0
to produce OpenML 1.0 specification
Khronos 2.0New Khronos Participation Agreement 2.0
Recruiting member companies nowEnables multiple working groups
Media API for Dynamic Media Authoring.Specification available now
Deploying and evolving OpenML OpenGL ES Small footprint
OpenGL profiles for Embedded Systems
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Khronos Goal #1:Khronos Goal #1:Simplify Dynamic Media Simplify Dynamic Media AUTHORINGAUTHORING
Publicly Released at Siggraph 2001Publicly Released at Siggraph 2001
The result…The result…
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Dynamic Media ProgrammingDynamic Media ProgrammingSynergistic integration of OpenML and OpenGL Synergistic integration of OpenML and OpenGL • What OpenGL is to GRAPHICS - 2D, 3D and image processing…
…OpenML is to MEDIA - video and audio processing• OpenML and OpenGL together create a unified programming environment
- With seamless integration of graphics and media
• Tightly integrated graphics, video and audio = DYNAMIC MEDIA
Workstation3D graphics
Professional video and audio authoring
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OpenML Digital Media OpenML Digital Media Programming EnvironmentProgramming Environment
ApplicationsApplications
WindowWindow SystemSystem OpenGLOpenGL
®® MLdc ML
2D Graphics 3D Graphics Displays Video Audio
Synchronization
OpenGL Extensions
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Technical Strategy for OpenML 1.0Technical Strategy for OpenML 1.0Move PROVEN technologies into Open StandardsMove PROVEN technologies into Open Standards
UST/MSCSynchronization
#4: synchronization of diverse media streams (graphics, audio, video)
SGI’s dmSDKDigital Media Handling
#1: Configure and control the Input/Output and processing of video and digital audio ML
OpenGL ExtensionsIntegrating graphics and video
#3: Enable OpenGL hardware to add more value to the media authoring workflow
SGI’s Xdc extension to X11Display Control
#2: Configure and control display devices MLdc
Problem Solution
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Khronos Goal #2:Khronos Goal #2:
EmbeddedEmbedded Devices and Devices and AppliancesAppliances Create Standards for Dynamic Media on Create Standards for Dynamic Media on
The result…The result…
OpenGL® ES
© Copyright Khronos Group, 2002 - Page 10
Well Defined OpenGL ProfilesWell Defined OpenGL ProfilesAddressing broad application requirementsAddressing broad application requirements• Khronos activities are endorsed and supported by the OpenGL ARB
2D
3D
OpenGL ES
ARB
Feedback and Ratification
Workstation FocusMedia and Embedded Focus
Small footprint OpenGL profiles
© Copyright Khronos Group, 2002 - Page 11
OpenML 1.0 Technical OpenML 1.0 Technical OverviewOverview
Jean-Luc DeryTechnical Leader, Advanced Systems
Discreet, a division of Autodesk
© Copyright Khronos Group, 2002 - Page 12
OverviewOverviewWhat is OpenML?What is OpenML?• Open and cross-platform standard• Programming environment used for capturing, processing, synchronizing
and playing digitial media content (video and audio)• Composed of four components:
- Graphics video backend control (MLdc)- Video/Audio IO (ML)- OpenGL extensions- Synchronization (UST/MSC)
ApplicationApplication
MLdcMLdc
Video channelsVideo channels Graphics devicesGraphics devicesDigital media devicesDigital media devices
OpenGL + ExtensionsOpenGL + ExtensionsMLML
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OpenML’s “MLdc” APIOpenML’s “MLdc” APIDisplay control Display control interfaceinterface• Enables an application to control the video back-end of the graphics
devices that produce video output streams• Enables to set up channels in the display screen(s)
- Channels that are driven from sections of physical frame buffers- Channels depends on the display device
Frame Buffers
Progressive ScanComputer MonitorProgressive ScanComputer Monitor
Progressive Scan HDTV Monitor
Progressive Scan HDTV Monitor
Interlaced Video Monitor
Interlaced Video Monitor
ChannelsScreens
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OpenML’s “MLdc” APIOpenML’s “MLdc” API (ctn’d) (ctn’d)MLdc provides MLdc provides controlcontrol for: for:• Screens and channels • Quering monitor information• Video output channel position• Video format query and settings• Vertical retrace rate • Scan mode (interlaced vs. progressive)• Gamma ramp control• Video synchonization sources• Genlock state notification
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OpenML’s “ML” API OpenML’s “ML” API Media device control interfaceMedia device control interface• Low level API that allows to configure and control video/audio device
input, output and processing features• Allows to setup processing pipelines between application and I/O devices
- Asynchronous communication between application and media devices- Device control and capability queries- Synchronization mechanism- Processing capability for digital media streams- Optimized buffering mechanism for smooth and efficient delivery of media streams
OpenInventorOpenInventor QuickTimeQuickTime
OpenGLOpenGL MLML
Low levelLow level(ioctl interface)(ioctl interface)
3D Media
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OpenML’s “ML” APIOpenML’s “ML” API (ctn’d) (ctn’d)Application Application and and memorymemory centric modelcentric model
Application memory Application memory
Videoinput/output
device
Videoinput/output
device
GraphicsGraphics
1. send2. receive
3. drawPixels
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OpenML’s OpenML’s OpenGL ExtensionsOpenGL ExtensionsVideo imaging and 3D graphics integrationVideo imaging and 3D graphics integration• OpenML is built around OpenGL• OpenML and OpenGL: A tight and synergistic integration• Extends OGL with video primitives and DCC rendering features• Defines a set of OpenGL extensions that OpenML compliant hardware
must implement
© Copyright Khronos Group, 2002 - Page 18
OpenML’s OpenGL ExtensionsOpenML’s OpenGL Extensions (ctn’d)(ctn’d)Current extensionsCurrent extensions• Pbuffers are the fundamental method of integrating graphics and video
- Enables buffering and off-screen processing of video data- The primary data link between OpenML and OpenGL
• OpenGL imaging extensions are used to process video streams- Filtering, color correction, blending, image enhancement, color space conversion
• Synchronization control- Primitives to control UST/MSC synchronization from OpenGL- Functions added: WaitForMSC, SwapBuffersMSC, GetSyncValues
• Interlace support- Based on two previous extensions: SGIX_interlace, INGR_interlace_read
Enables reading and writing of the frame buffer while skipping every other line- Enables processing (e.g., convolution) on interlaced video streams
© Copyright Khronos Group, 2002 - Page 19
OpenML’s OpenGL ExtensionsOpenML’s OpenGL Extensions (ctn’d)(ctn’d)Current extensionsCurrent extensions• Texture color mask management to enable advanced compositing
- Enables independent loading of RGB images and Alpha masks in texture memory- Recently promoted from an SGI extension to an ARB extension- Works for textures like the OpenGL color mask works for the color buffer
• Chroma resampling to support pixel formats such as YCrCb- Upsampling and downsampling when converting between YCrCb and RGB- Sampling options are: Replicate, Zero fill, Average
© Copyright Khronos Group, 2002 - Page 20
OpenML SynchronizationOpenML SynchronizationMMedia edia device device synchronizationsynchronization interface interface• Critical part of authoring environment• Allows to synchronize video, audio and graphics streams making sure
that all media streams start at the same time and stay in sync• Non-trivial problem to solve
- Devices from various manufacturers - Device latencies are unpredictable- OS scheduling latencies Audio Device AAudio Device A
Video Device AVideo Device A
Audio Device BAudio Device B
Gfx Device BGfx Device B
Gfx Device AGfx Device A
ApplicationApplication Do all the streams come out in sync?
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OpenML SynchronizationOpenML Synchronization (ctn’d) (ctn’d)The UST/MSC/SBC SolutionThe UST/MSC/SBC Solution• UST - Unadjusted System Time – time reference for s/w and devices
- 64-bit monotonic counter with nanosecond resolution, microsecond system-wide accuracy
• MSC - Media Stream Counter - incremented for each channel sample- Video - per frame, Graphics - per retrace, audio - per audio sample, e.g. 44.1KHz
• SBC – Swap Buffer Count - incremented on graphics buffer swap- Not necessarily in sync with retrace
UST
Graphics devices
Digital audio/video devicesSBC
OpenGLOpenGL MLML
MSC
Output graphicframes/ samples
Video/AudioIO samples
© Copyright Khronos Group, 2002 - Page 22
OpenML SynchronizationOpenML Synchronization (ctn’d) (ctn’d)Robust synchronization – even on non real-time OSRobust synchronization – even on non real-time OS• Every media sample is time-stamped
- Timestamp can be accessed through OpenGL and ML APIs for temporal analysis and control
• Application can synchronize output events to UST- Enabling precise timing and synchronization in non-real-time operating systems
• Applications can detect dropped samples- And take corrective action
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Real-world ExamplesReal-world Examples
• Currently shipping Discreet applications on PC, Mac and SGI- Special effects and compositing- Off-line and on-line editing- Broadcast graphics- 3D modeling and animation
• Scenarios examples- Video preview- Media playback- Video capture- Real-time video effects
• Expertise learned from these products was used to define the OpenML standard
© Copyright Khronos Group, 2002 - Page 24
Benefits of OpenMLBenefits of OpenMLTo Developers…To Developers…• OpenML will allow multimedia application developers to…
- Spend more time and energy on application development and less time on mundane details such as device control, synchronization and buffering issues
- Avoid dealing with different APIs for video, graphics and audio for each operating environment- Develop and deploy efficient cross-platform applications that interoperate a wide selection of
systems and peripherals
• OpenML will allow hardware vendors to…- Gain access to new market opportunities by delivering on the promise of interoperability- Leverage the efforts of a larger base of application developers- Add significantly more value to the rich media creation workflow
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Future Developments - OpenML 1.1Future Developments - OpenML 1.1Meeting Meeting the ongoing needs of media authoringthe ongoing needs of media authoring• Tight integration into the evolving OpenGL 1.1 framework• Closer integration of ML and OpenGL video streaming• Higher quality rendering• OpenGL resource management• Conformance tests and performance benchmarks• POSSIBILITIES include:
- Extended color range >8 bit per component- Improved compositing capabilities – separate alpha and matte channels- Improved texture and memory management – including render to texture, interlaced textures- Improved efficiency – including asynchronous operations- Improved live video handling - streaming of video to/from Pbuffers
We need your input now – particularly application We need your input now – particularly application developers!developers!
© Copyright Khronos Group, 2002 - Page 26
Any Questions on OpenML?Any Questions on OpenML?
© Copyright Khronos Group, 2002 - Page 27
Want to use OpenML Want to use OpenML 1.0?1.0?ApplicationApplication Developers Developers
• No licenseNo license needed to use OpenML needed to use OpenML
• Specification, free of charge, at www.khronos.orgSpecification, free of charge, at www.khronos.org
OpenML Library OpenML Library ImplementersImplementers • Royalty-free Royalty-free AdoptersAdopters AgreementAgreement
• Spec and agreement at www.khronos.orgSpec and agreement at www.khronos.org
© Copyright Khronos Group, 2002 - Page 28
Encouraging OpenML DeploymentEncouraging OpenML DeploymentOpenML Implementation Working GroupOpenML Implementation Working Group• Create sample implementation
- Starting from SGI’s donated dmSDK source
• Define DDI level interfaces- To enable new devices to be added easily
• Cooperative, possibly open source, development- Source trees managed by Khronos
• Define and implement conformance tests- Maintain specification integrity and ensure portability
© Copyright Khronos Group, 2002 - Page 29
OpenGL ES OverviewOpenGL ES Overview
Neil TrevettVice President, 3Dlabs
© Copyright Khronos Group, 2002 - Page 30
Khronos Goal #2:Khronos Goal #2:
EmbeddedEmbedded Devices and Devices and AppliancesAppliances Create Standards for Dynamic Media on Create Standards for Dynamic Media on
The result…The result…
© Copyright Khronos Group, 2002 - Page 31
Inverse Screen Size LawInverse Screen Size LawThe need for advanced graphicsThe need for advanced graphics• Smaller screens need more advanced graphics processing per pixel
- To make best use of restricted screen real-estate
• Advanced graphics techniques provided by state-of-the-art APIs- Anti-aliasing, multi-level compositing, rich media, 3D
Interactive3D Gaming Content
Video Processing and synchronization Perspective windows
maximize screen real-estate
Anti-aliased text to makesmall text extremely legible
Translucent Menus don’t obscure lower layers
© Copyright Khronos Group, 2002 - Page 32
The Power of a Standard APIThe Power of a Standard APITo enable hardware and software communitiesTo enable hardware and software communities• But there are no acceptable cross-platform embedded graphics APIs
- Particularly with advanced graphics capabilities
• We are missing this fundamental prerequisite for market growth- The graphics hardware community should take the imitative in driving the platform forward- Just as on the PC
Standard Graphics
API
Embedded Hardware
Community
Embedded Software
Community
Requirements
Capabilities
Opportunities to optimize cost, power and performance for standardized functionality
Can use advanced graphics capabilities consistently across
multiple platforms
© Copyright Khronos Group, 2002 - Page 33
Cross Platform Solution EssentialCross Platform Solution EssentialMany platforms and initiatives need these APIsMany platforms and initiatives need these APIs
WindML® – expanding multimedia capabilities of VxWorks®
Looking to further expand 3D and rich media delivery capabilities
Embedded Linux – need for low-footprint APIsNo standardized 2D API other than X Windows – not low footprint
Increasing use of OpenGL for 3D – but not low footprint
Java Community – Java2D, Java Media Framework, Java Advanced ImagingJava3D is a high-level API – need low-footprint 3D API for embedded applications
ARINC – standards for advanced cockpit displaysNeed standardized 2D & 3D APIs
Severe certification demands drive need for minimum API size
Leading Symbian OS for mobile consumer devicesNeeds minimal API size and increasing functionality
Web3D ConsortiumExtensible standards for 3D delivery over the internet, driving 3D in MPEG-4
BUT needs target small footprint 2D/3D API for higher-level standards
© Copyright Khronos Group, 2002 - Page 34
OpenGL ESOpenGL ESA proposed solution for advanced embedded A proposed solution for advanced embedded graphicsgraphics• Create well-defined subset profiles of OpenGL
- A series of increasingly compact profiles - Selecting functionality needed for key target markets
• Proper subsets ensure synergy with, and migration path to, full OpenGL- No new technologies are needed – just agreement on subsets of an existing API
Eliminate redundancyDuplicated functionalityUnnecessary queriesData-type variants
Eliminate workstation functionality e.g. 3D texturesDifficult/costly to implement with little benefit in embedded space
Select functionality needed for key target
markets
© Copyright Khronos Group, 2002 - Page 35
Poorly defined standard API requirements.Discussions with
BroadcastCL group- to avoid divergence
Strong support from ARINC and aerospace companies including Boeing, Airbus, Rockwell, Honeywell, Smiths, Lockheed…
At a meeting in April 2002, Symbian and the cell phone industry selected Khronos’
“Embedded OpenGL” as the graphics API for cell phones with accelerated 3D in 2004
Phones
Web pads
Cameras
PDAs
Hand-heldAppliances
Line-poweredAppliances
STBs
InternetTerminals
Consoles
Industry MomentumIndustry Momentum
Safety Critical
Avionics
Automotive
New Visual Processing
APIs
© Copyright Khronos Group, 2002 - Page 36
Why OpenGL?Why OpenGL?The obvious starting pointThe obvious starting point• OpenGL is already the most widely available cross-platform graphics API
- Workstations to embedded appliances, PCs to Macs, Windows to Linux• Open Standard – not controlled by any one company
- Specification controlled by the OpenGL Architecture Review Board (ARB)• Low-level API
- Enables lightest weight interface between software and hardware • Well-proven specification of advanced graphics techniques
- No need to re-invent the wheel• Successfully implemented by many graphics companies
- Low-cost chips and cores, software-only, floating point, fixed point• Leveraged development
- An ecology of development tools already based around OpenGL• Strong future roadmap with OpenGL 2.0
- Enabling access to the new generation of programmable hardware• Through Khronos – will be royalty free to the embedded industry
- Khronos has built in a royalty free framework into its participation agreement - Agreed by SGI – MAJOR ACHIEVENT, MAJOR OPPORTUNITY
© Copyright Khronos Group, 2002 - Page 37
OpenGL ES PhilosophyOpenGL ES PhilosophyTo enable rapid consensusTo enable rapid consensus• Be strongly requirements-based
- Handheld 3D gaming and vehicle displays are currently most urgent needs
• Small number of profiles- A large number will be come unwieldy
• Take large-scale profiling decisions – eliminate large functionality blocks- Don’t endlessly tweak individual function calls and parameters
- It often makes little difference to size- Increases ISV confusion to have many detailed differences
• Enable software, fixed point implementations- As well as hardware accelerated implementations
• Define utility libraries to add additional functionality – e.g. display lists- Avoid burdening core profiles with functionality that can be implemented well in software
© Copyright Khronos Group, 2002 - Page 38
Some Profile PossibilitiesSome Profile PossibilitiesAddressing broad application requirementsAddressing broad application requirements• Based on 3Dlabs strawman
- And early OpenGL ES ad hoc working group meetings
• Games 3D - Minimum footprint 3D - including texture-mapping- Good gaming platform
• Safety Critical 3D- Absolute minimum 3D for easy certification
• Core 2D- High-quality 2D geometry, Lines, polygons and text
• Core Image- High quality affine transforms
Core 2D
Core 3D
Core Image
Safety Critical 3D
© Copyright Khronos Group, 2002 - Page 39
Application ExampleApplication ExampleProposed profiles - solution for Avionics DisplaysProposed profiles - solution for Avionics Displays• Cockpit Display - typical requirements
- Anti-aliased 2D geometric graphics- No windowing system- Minimum possible code size to minimize DO-178 certification costs- SOLUTION – Core 2D
• Enhanced raster requirements- Display of raster maps- Rotation required for “direction of flight up” mode- SOLUTION – Core 2D and Core Image
• Enhanced 3D required- For display of “out of window” 3D terrain- SOLUTION – Safety Critical 3D
© Copyright Khronos Group, 2002 - Page 40
Aggressive Timelines for OpenGL ESAggressive Timelines for OpenGL ESEmbedded industry won’t waitEmbedded industry won’t wait• Need ratifiable specs by the end of the year• First ad hoc working group meetings at Siggraph
JulyKhronos Participation agreement available
here at Siggraph
AugustAd hoc Working Group
Meetings
4Q02First draft
specification
1Q03“OpenGL ES 1.0” ratified by Khronos
© Copyright Khronos Group, 2002 - Page 41
OpenGL 2.0“Pure” OpenGL 2.0OpenGL 2.0“Pure” OpenGL 2.0
OpenGL ES 2.0OpenGL ES 2.0
How OpenGL Standards Fit How OpenGL Standards Fit TogetherTogether
OpenGL 1.3OpenGL 1.3
OpenGL 1.xOpenGL 1.x
OpenGL 2.x“Pure” OpenGL 2.xOpenGL 2.x“Pure” OpenGL 2.x
OpenGL 2.x includes full 2.0 functionality – so all applications run unmodified
OpenGL 1.3GL2 extensionsOpenGL 1.3GL2 extensions
OpenGL 1.xGL2 extensionsOpenGL 1.xGL2 extensions
Applications can incrementally make use of new GL2 extensions
OpenGL ES 1.0OpenGL ES 1.0
Non-legacy applications can use recommended “Pure OpenGL” features and benefit from a simple, compact, efficient and flexible API
© Copyright Khronos Group, 2002 - Page 42
“embedded OpenGL”
Scalable, small footprint2D & 3D graphics
“embedded OpenML”
Small footprint video & audio processing
SYNERGYSYNERGYBetween Between GraphicsGraphics and and MediaMedia Processing ProcessingBetween Between AuthoringAuthoring & & DeploymentDeployment
© Copyright Khronos Group, 2002 - Page 43
Participation Participation FrameworkFramework
Neil TrevettVice President, 3Dlabs
© Copyright Khronos Group, 2002 - Page 44
New Participation FrameworkNew Participation FrameworkKhronos membership is open or interested Khronos membership is open or interested companiescompanies• There are four levels at which a company can participate
- In OpenML and OpenGL® ES development
• Application developers- May use drivers implementing Khronos standards with no license or royalties
• Adopters- May sign a royalty free license to implement Khronos-based specifications
• Contributors- May apply for open membership in the Khronos Group at a nominal annual fee, with full
working group participation and voting rights
• Promoters- Must be voted in by other Promoting Members and act as the “Board of Directors” to drive the
direction of the Khronos Group and standardization activities, with final specification ratification voting rights.
© Copyright Khronos Group, 2002 - Page 45
How Khronos Membership Works How Khronos Membership Works
Board of PromotersBoard of PromotersPromoters establish and participate in
working groups for spec generation, marketing, reference implementations,
conformance tests, etc.
Contributor Membership Contributor Membership
Specification work undertaken in Working Group. Generates specs are passed back to the
Promoters for final ratification
Working
Group
Working
Group
Working
Group
Working
Group
Working
Group
Working
Group
Contributors participate in working groups and have full voting
rights within those groups
Ratified Khronos
GroupSpecifications
Ratified Khronos
GroupSpecifications
Application Developers
Application Developers AdoptersAdopters
Adopters may sign a royalty free license to implement Khronos-based specifications
Application developers may use drivers
implementing Khronos standards with no
license or royalties
© Copyright Khronos Group, 2002 - Page 46
Promoting Member Companies Promoting Member Companies Dues of $15,000 per yearDues of $15,000 per year• Standards-Definition Benefits
- Vote among Promoters to define objectives, priorities and operations of Khronos- Vote among Promoters on final ratification of specifications - Vote in the working groups
• Marketing Benefits - Company logo on trade show signage, and other marketing material - Quoted in Khronos Group press releases, whenever relevant - Speaking opportunities at major industry events on behalf of the Khronos Group - Opportunity to send staff to Khronos trade show booths and events - Logo and corporate description on the Khronos.org “Promoters” page- Listing the Khronos.org “Products” page
© Copyright Khronos Group, 2002 - Page 47
Contributing Member CompaniesContributing Member CompaniesDues of $2,900 per yearDues of $2,900 per year• Standards-Definition Benefits
- Vote in the working groups
• Marketing Benefits - Quoted in Khronos Group press releases, whenever relevant - Opportunity to send staff to Khronos trade show booths and events - Logo and corporate description on the Khronos.org “Contributors” page
© Copyright Khronos Group, 2002 - Page 48
Khronos IP FrameworkKhronos IP Framework
Shawn UnderwoodMarketing Director, SGI
© Copyright Khronos Group, 2002 - Page 49
Structure of Working GroupsStructure of Working GroupsA working group per taskA working group per task• OpenML 1.1• OpenGL ES 1.0• Implementation working groups• Marketing working group
Working GroupWorking Group
Working GroupWorking Group
Working GroupWorking Group
Working GroupWorking Group
Board of PromotersBoard of Promoters
© Copyright Khronos Group, 2002 - Page 50
The brave, new world of IP….The brave, new world of IP….Khronos is taking a new approach to standards & IPKhronos is taking a new approach to standards & IP• Goal of Khronos is royalty-free specification• Contributions to Khronos are royalty-free• Members must actively participate• Avoid hostage situations
- Formal contributions- IP disclosure requirements
• Allow withdrawal to keep IP in-house
© Copyright Khronos Group, 2002 - Page 51
Highlights of AgreementHighlights of AgreementWith regards to IPWith regards to IP• Contributors only responsible for tracking activity in their working group• Intellectual property is contributed formally• Working group members must disclose IP that is impacted by
recommendations to the board of Promoters• Withdrawal from working group protects disclosed IP unless formally
contributed• Members may be compelled to contribute IP if it is not disclosed as such
© Copyright Khronos Group, 2002 - Page 52
Next StepsNext Steps
Neil TrevettVice President, 3Dlabs
© Copyright Khronos Group, 2002 - Page 53
Participation TimelineParticipation Timeline
Contributor Participation Agreements Available on
web-site.
1-1 Discussions with Potential Promoters
Board of promoters formed.First Promoters Meeting.Working Groups formed
Working groups meetings start – signed up Promoters and Contributors can participate
Siggraph2002
September6th
© Copyright Khronos Group, 2002 - Page 54
Next StepsNext StepsGo to www.khronos.orgGo to www.khronos.org• To become a Contributor
- Download and review Contributor Agreement from www.khronos.org- Execute and send, with dues, to Khronos to become a member
• If you want to be considered as a potential Promoter- Talk to Neil, Shawn or Elizabeth
• Working Groups activities on schedules on the web and mailing lists- We will inform you of first working group meetings
• Any questions – email the Khronos Manager- [email protected]
www.khronos.org
© Copyright Khronos Group, 2002 - Page 55
The Khronos Group encourages your participation to help grow the dynamic media market!
SummarySummaryKhronos, OpenML and OpenGL ESKhronos, OpenML and OpenGL ES• Khronos has delivered its first specification - OpenML 1.0
- On schedule from one year ago at NAB 2000
• OpenML is to dynamic media as OpenGL is to 3D graphics- Will reduce costs and increase productivity for anyone creating rich media
• Khronos is now commencing work on OpenML 1.1- Further refinements, performance benchmarks and conformance tests
• Khronos is initiating OpenGL ES initiative- Produce profiled versions of OpenGL for embedded appliances and devices
• Strong synergy between authoring and playback environments- Call for involvement by any interested companies
© Copyright Khronos Group, 2002 - Page 56
Any Questions?Any Questions?
IRIX and OpenGL are registered trademarks of Silicon Graphics, Inc., and OpenML is a trademark of Silicon Graphics, Inc., used with permission by the Khronos Special Interest Group. Sun, and Solaris are trademarks or registered trademarks of Sun Microsystems Inc. in
the United States and other countries. Windows is a trademark of Microsoft Corp. Discreet is a trademark of Autodesk, Inc. / Discreet Logic. All other product names, trademarks, and/or company names are used solely for identification and belong to their respective owners.