Open GL ES 2.0 advances 3D graphics acceleration for cellphones, handhelds, PS3

Los Angeles (CA) - A consortium of the world's leading embedded systems manufacturers and developers, meeting at SIGGRAPH 2005, today announced OpenGL ES 2.0, an improved derivative of OpenGL for use in cellphones, embedded systems, including Sony's Playstation 3.

The Khronos Group, chaired by nVidia vice president for embedded content Neil Trevett, announced the ratification of the new standard API for programmable embedded devices this morning. The new version promises to be leaner and more versatile than its predecessors, by reducing or eliminating some of the older, so-called "fixed function" libraries that characterized the original OpenGL. As Trevett told Tom's Hardware Guide, this will also reduce the API's footprint while concentrating on more modern, adaptable techniques such as programmable vertex shading libraries.

"We basically did two main things to cut down the size of the implementation," said Trevett. "One was to remove high-end functionality that isn't needed in the embedded markets; but [the other], more importantly, [was to] remove redundancy."

Due to the need for the broader OpenGL desktop API to be downwardly compatible, Trevett stated, there's four ways for a program to draw a polygon. "In OpenGL ES," he explained, "we just chose the most modern and up-to-date way of drawing polygons. That redundancy elimination saves a lot of implementation costs, without losing any functionality."

Porting OpenGL to a smaller platform means - ironically - downgrading the precision of graphics functions originally designed for 32-bit CPUs, to run reliably in 16-bit and even 8-bit environments. "The major change to the shading language is that we added some language qualifiers to enable ISVs to express shader programs using lower-precision than they were able to using the desktop shading language," Trevett told Tom's Hardware Guide. "So for example, we can do some color calculations or low-precision geometry calculations in less than 32 bits." Enabling functions which were originally designed for high-performance to scale down to a lower-performance device without changing their names or their input parameters enables small hardware to conserve power consumption and increase perceived speed, while sacrificing very little performance that could not be measured on a low-resolution screen anyway.

"An API is really a contract between the hardware community and the software community," Trevett continued. "Both communities gain if everyone can standardize on an open standard. Without an open standard, the software developers have a real problem because every hardware gadget that wants to have good graphics would expose its own proprietary API. That makes it almost impossible for an ISV to economically port across multiple different platforms, and so it's very difficult for an ISV to get return on investment."

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