Meetings: Khronos Developer University Lecture Series Overview - Austin, Texas, 26 October 2005

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Meetings: Khronos Developer University Lecture Series Overview - Austin, Texas, 26 October 2005

27.09.2005, MForum.ru

The tools and the training you will need to develop for the billion-dollar, billion-user mobile multimedia market If you develop graphics for mobile and/or develop multimedia content, come and join us for this professional lecture series to learn about the new industry standards for royalty-free multimedia development; and come away with resources to immediately get you started.


Besides learning cutting edge techniques, you get to network in a casual atmosphere with the innovative companies that belong to the Khronos Group. Now you can meet them, hear what they have to say, and go home and start using those open standards APIs as a development platform.

A sample agenda of a day spent learning about OpenGL ES might be:

OpenGL ES 101
- OpenGL ES for everybody: A walk through the API
- OpenGL to OpenGL ES migration issues: Going from desktop to handset
- Getting started with OpenGL ES: Development tools & implementations

OpenGL ES 201
- Coping with fixed point: Staying grounded in a float free world
- OpenGL ES hardware acceleration: Harnessing the horsepower
- Tips & Tricks with OpenGL ES: 10 Habits of highly efficient developers

An insiders look at the Developer University Lecture Series

"The DevU sessions on OpenGL ES are a combination of 'how to use fixed-point' and 'how to crank maximum performance from very constrained systems'. This is the information that a developer needs to deliver maximum 3D performance from the first wave of OpenGL ES accelerators, and the resulting performance is what will justify the investment in learning to code to an accelerator.

Importantly, developers get to see hardware in person, and immediately they understand what the buzz is about - is that handheld system really doing that?! Yes it is, and the role of the lecturers is to take advantage of the adrenaline rush and impress into the developer audience that cellphone-class accelerators require some effort to make them go this fast. Before you commit a single line of code to your project, you may need to be conversant with some extremely old-fashioned machine arithmetic techniques!

Coders will leave the sessions with a much clearer picture of the techniques required to put great content onto the platform. Above all, once they see hardware-accelerated OpenGL ES demos, they will grasp how rich the rewards are: their content will look stunning, because very high quality and very high performance are what the hardware vendors are bringing to the table.

For developers entering the OpenGL ES 1.1 Coding Challenge, this is a perfect way to get inspired, learn what it takes to code, and interact with the people who know the ins and outs of the API. I guess you could wait a year until Universities start offering OpenGL ES graphics classes, but the Dev U classes are here now!" Phil Atkin, 3D Graphics Product Manager at Imagination Technologies

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