The State of OpenGL
CowboyRobot writes "No longer vapor, but a true 3D-embedded engine, OpenGL is on the move. Pixar and others would love to be able to render their movies in realtime, and that desire has prompted the intended release of OpenGL 2.0, due in a few months. Khronos is now in charge of further extending OpenGL to cellphones and handheld gaming devices."
Yay, I get to play around with 2x2 pixel rendered characters on the cell now.
Pixlet is for playback (a codec), not for rendering films. Unless I'm missing something in your post.
The guitars sound good, now give me about 10db more on the cow bell.
I thought we told you not to come back here after that Monkey Boy Dance incident, Steve.
When will they figure it out OpenGL is not necessarily desirable in a cellular phone?
I want business class reliability, not a the ability to rent subpar games on my cell phone for $5/month.
When I'm on the phone all day because of my work I want it to be there for important calls, not fizzle out after an hour because it's got a 640x480 pixel screen with 24-bit color.
Although right now OpenGL is all that's out there for low-cost portable embedded 3D software, no one is going to develop with it until hardware support emerges. Who wants a handheld 3D mapping device that takes 10 seconds to redraw a frame using an ARM9 software renderer?
I don't know about availability, OpenGL is cross-platform (works on OS X, Linux, Windows, etc.) while DirectX is Windows only. OpenGL is also included with many if not all graphic cards. So it's just as widely available, if not more, than DirectX.
What about the ability to stick to-do notes on the BACK of your cellphone? Wouldn't that make mobile 3D worthwhile?!
Don't call me a cowboy, and don't tell me to slow down!
For so long, DirectX had to struggle and claw to keep up with OpenGL - they did just that, while OpenGL sat mainly idle (well, John Carmack was a big help to it)... Now it seems the shoe is on the other foot, and OpenGL is going to have to move deftly to surpass DX9, and soon enough 10...
I sincerely hope it happens. I wish developers felt more inclinded to make their 3D engined GL based rather than DX based, so the day where I can play any game in linux may actually arrive. Of course, we have to give massive amounts of respect to those who do make OpenGL platforms for their games (ID, Epic), but what about those who feel DX is easier and more practical for what they do(Valve).
Maybe if we're lucky, the Carmack will drop in to this discussion and tell us exactly what he thinks needs to happen to really make GL a reality for most gamaes again.
"Touch one hair on her head and I'll render you limb from limb!"
Hopefully, this will prompt more developers to join efforts to create a feature rich gaming framework for *nix. SDL is a great start, but lags behind DirectX in a number of ways. I look forward to seeing this 2.0 release breathe new life/blood into this area of development.
Thank you for your time,
BBH
OpenGL is used in the Torque engine alongside Direct3D (D3D on Windows, OpenGL on Mac and Linux). It would be great if OpenGL could eclipse Direct3D, and become the premiere 3D platform once again. Perhaps we will see this with the release of OpenGL 2.0, but for a few years Direct3D has been slowly but surely catching up and then surpassing the aging OpenGL standard.
A lot of our customers demand Linux in their solutions (networked gaming terminals) to avoid the cost of licensing Windows XP Embedded for each machine, and the option so far has been to go the Mesa/OpenGL/SDL route (WineX is still too slow for what we do), which, while it has worked, is technically slightly inferior to our Windows equivalents. Hopefully OpenGL 2.0 will change this.
I'm going to learn opengl in a few months during the holidays before I start my PhD. I work with simulations of the Sun and use IDL to visualise the results. but I think it would be cool to have more "realistic" pictures, plus having the hardware acceleration has benefits when dealing with a lot of data (IDL gets real slow for 2D simulations at resolutions above a few hundred squared)
these simulations are done on beowulf clusters (imagine that!) so I think opengl is the best (the only other API I know of being directx)
Say what?
You don't get much higher-level than a scenegraph API like Java3D.
I think the author may have been confused, although he did get the overall point right. OpenGL ES on J2ME will probably be the way this goes.
FUNK!
OpenGL 2.0 is not as exciting as the new major version number might indicate. Probably the most important new feature of OpenGL 2.0 was going to be the GLSL high level shader language. However, in order to speed up its support by hardware companies, this was instead put into OpenGL 1.5 spec when it was announced last year; GLSL already has implementations by 3DLabs, ATi and nVidia. OpenGL 2.0 will still add some useful new features, but it won't be the world-shattering event that 3DLabs promised in their original proposals.
When the article talks about rendering in real-time it isn't talking about the compressed/flattened video playing a full frame rate, it's talking about OpenGL being able to calculate/shade/render a model in realtime verses waiting X mins/hours for a frame to render. It's talking about the process of converting vector data to raster data.
The guitars sound good, now give me about 10db more on the cow bell.
...Microsoft rules. They really are the most innovative and resilient software companies in the world.
So you acknowledge that they should be broken up into multiple companies? Groovy!
-1 Factually incorrect.
You may want to look up the definition of "rendering" ("The process of creating an image (on the screen or some other medium) of a model".
Pixlet has nothing to do with rendering except as a working format for the already rendered images. The article is talking about OpenGL, a 3D API, which is suitable for rendering, not about what happens with the rendered pictures (which could be compression with pixlet).
Jan 16th 2002: SGI transfers 3D graphics patents to MS
Jul 09th 2002: Microsoft Claims IP Rights on Portions of OpenGL
Jul 11th 2002: 3D graphics world shaken by patent claims
Jul 13th 2002: Microsoft patent claims may affect OpenGL
Mar 3rd 2003: Microsoft quits OpenGL board
The current handheld devices are not suitable for 2D/3D graphics, because their memory bandwidth is so poor that texturemapping will make the software crawl. I'd get excited when the mobile devices get real 3D hardware acceleration. Even a 400MHz XScale doesn't cut the mustard if it spends its time waiting for the memory. Have been using OpenGL ES for over six months now...
My cousin's husband works for Sun and he said that the next version (1.5?) of Java will have Swing ported to OpenGL underpinnings... that way, even 2D apps will be MUCH faster.
He said they're realizing 4X speed increases on plain old 2D apps.
They're also working on making 3D game demos (some with 3rd parties) to demo that Java can actually now compete in the desktop game market...
---- It puts the lotion on its skin or else it gets the hose again. It does this whenever it's told.
you must be new around here.
It's not "OpenGL is Dead"
Teh corretc way:
"Netcraft confirms: OpenGL is Dying"
then you put something like "suXXors!!!111" on the end of it.
sheesh.
Most frames in Pixar movies are rendered using some form of ray-tracing. While it is possible to use vertex and fragment shaders in uncoventional ways to do ray tracing, this is *not* what the OpenGL pipeline is designed for. Great for games, but ray-tracing will still be done using render farms (and not in real time).
Unless I'm missing something in your post.
Nope. He's just another tech wiseass who prizes seeming smart over being accurate.
Hey freaks: now you're ju
No longer vapor, but a true 3D-embedded engine...
Since when has OpenGL been vapor?
Which could be your target as a glowing orb, or a character in of a video game super-imposed on the actual landscape, or the trail your friend took through the same city two years ago, or just some construct representing an interesting thing about your environment, or ...
I think that would be a real killer app.
For one, direct3d is integrated into the direct api which handles a multitude of things, multimedia and game input devices among others, that game developers are almost naturally drawn to by the appeal that so much work has already been done for them
OpenGL can't and really shouldn't have to address all these requirements, but it's just part of why there's been this ongoing struggle. SDL is a reasonable answer to portability while still accomplishing the integration that MS has achieved, but SDL isn't really as mainstream as OpenGL is.
I've seen soap opera plots that were less convoluted than this mess.
File under 'M' for 'Manic ranting'
I really love it when shills post things like this. Can we please see some documented facts to back any of this up?
Innovative? They didn't do jack with 3D until OpenGL came along and showed them how. They had to buy it from SGI. This has been documented.
Resilient? Dictionary.com defines this as "Marked by the ability to recover readily, as from misfortune." This is actually true, as they were behind, and had to play catch-up. 10 years later, they have caught up with (and arguably surpassed) a technology that has changed very little. Until now.
If this is what defines one who "rules," I'd rather that MSFT "rules" while other companies and organizations just make better stuff.
Slashdot still doesnâ(TM)t support Unicode after it was added to the HTML standard in 1997.
The original article post seems to confuse different forms of OpenGL. OpenGL|ES is the embeded stripped down OpenGL for mobile & embeded systems. OpenGL 2.0 is just a proposal from 3DLabs and may never get off the drawing board. Most of the significant changes that OpenGL 2.0 introduced have been implemented and released either as extensions or as part of OpenGL 1.5, so it's just not clear if or when OpenGL 2.0 will actually arrive, there's a lot of resistance because 2.0 intended to throw some stuff out and many developing, selling & using OpenGL implementations think that it's a REALLY bad idea to do that. With OpenGL|ES there is already a version 1.0 and you can actually get this in several forms from implementations that run on phones to wrappers around OpenGL that you can use on the desktop to emulate OpenGL|ES. OpenGL|ES is in the process of developing version 1.1 right now.
The article says that the programmable features will be based the direct-compile model in which the compiler will be included as part of the driver.
:-(
Given the current less than good state of open source drivers for graphics chips this may well mean that most of the useful (i.e. works with your hardware) compilers may only be available in the Linux world as part of tainted binary drivers. It seems pretty likely that vendors who believe that their current drivers contain deep secrets than open source would reveal to their competition will be even more convinced of deep secrets of their compiler technology.
Not good news
Give me examples of what you're missing in OpenGL 1.5 that you get in D3D or how D3D is optimized more than OpenGL.
Don't say something like programmable graphics? OpenGL introduced fragment programs to take advantage of PS2.0 hardware (Radeon 9500+, GeForceFX+) before MS released DirectX 9.
Just because OpenGL started with a great base and has evolved up to version 1.5 doesn't mean it is worse than another API which is at version 9...
Troll?
As TD who works in the computer graphics field, let me state that the technology required to render a Pixar film in 'Real Time' is far off and ridiculous. Just because OpenGL looks better does not mean that it can support the shader functions that Renderman utilizes, not to mention the Fur and cloth APIs. Also, the majority of shots in movies aren't even single comp shots they involve many rendered elements, which you still have to comp together. I'd be all for the guy talking about how OpenGL 2.0 will benefit the artists by allowing them to get more feedback about the quality of the shot they're working on without preview renders, but thinking that OGL could replace final renders any time soon is wrong. Perhaps we are geting to a place where we could render the original Toy Story realtime and a general viewing audience might not know the difference. Perhaps. But I remember some really great PRman shaders from the film that wouldn't be posible in the real time version.
1) Its Apple's implementation of GL that's less than perfectly optimized. On Windows and Linux, OpenGL is as fast as D3D.
2) OpenGL has numerous releases in the last few years. 1.3, 1.4, and 1.5 were all released in quick succession. What rock have you been hiding under?
A deep unwavering belief is a sure sign you're missing something...
The key here is: 'something that can be used real time.', it's not a PRman implimentation, it is merely a front end to give the artist some visual feedback as to the prman shader on the object. It renders and changes a UV baked raster image of the shader.
As for the Final Fantasy thing. I saw that at siggraph running on SMP PS2's. It's 'alright', but it didn't look a whole lot like the film, it looked like an OGL render of the film.
What you aren't understanding are the fundamental differences between scan line renderers, ray trace renderers, and real-time technology. Real-time can only 'fake' ray tracing, and it's not very accurate or good. Like I said, we are a long way off.
And don't jump up and down, some people have real-time SSS, radiosity, and raytrace demos, but they are very crude, and a long way off.
And sure, you can tweak a movie scene down to get it to look good and run on a next gen card when presented on a vid online or TV, but we're talking about film.
"Over the next year or two, I think you're going to see a whole range of applications that use your graphics board as a supercomputer," Trevett says enthusiastically.
was the most interesting part of the article?
SETI@home, Finite Element Analysis, video recoding are all areas which could benefit from vector processing , matrix calculation and/or huge register sizes provided by GPUs.
> I guess he based that on the fact that the transition from Half-Life to Unreal Tournament was a transition from OpenGL to D3D.
Yes, but did that transition occur because D3D was better, in terms of technology and economics?
Or was there, perhaps, an outside influence tipping the economic scale...
Microsoft eyeing Vivendi unit?
Has Microsoft bought Vivendi Games?
Microsoft / Vivendi rumours gather steam
I don't know if the purchase actually took place, but they were talking, and Vivendi was deeply in debt, and Microsoft had lots of monopoly-generated cash. I think it's safe to assume that some sort of payoff occurred.
It is also widely believed that when Microsoft joined the OpenGL committee, it was for the purpose of sabotaging, and slowing down the technology.
That last bit is easy to believe, because it's the normal way that Microsoft operates. For example, consider these tidbits from the DOJ case Findings of Fact:
Microsoft's Jim Allchin, in a note to Gates:
> "I am positive that we must do a direct attack on Sun (and probably Oracle).... Between ourselves and our partners, we can certainly hurt their (certainly Sun's) revenue base.... We need to get Intel to help us."
Microsoft's Eric Engstrom describes Microsoft's goal as:
> "Intel to stop helping Sun create Java Multimedia APIs, especially ones that run well (ie native implementations) on Windows."
And Engstrom's proposed agreement with Intel:
> Microsoft would incorporate into the Windows API set any multimedia interfaces that Intel agreed to NOT help Sun incorporate into the Java class libraries. [emphasis/caps added]
So there you have a clear example of Microsoft using threats to sabotage open multimedia support.
If we want the PC to remain open (let alone the Internet), then we have to support technologies that don't come from Microsoft. In this case, it means supporting OpenGL, which is not hard to do, because it's a great technology.