Visit Khronos Booth # 1444 to see these Khronos Work Groups display Khronos-developed technology in action, and to pick up a free laminated reference card for many of our APIs!

: Wednesday / Thursday 10:00am-6:00pm, Friday 10:00-3:00pm

If you manufacture develop multimedia content for games or mobile devices, attend any of these five educational sessions to learn about the new industry standards for royalty-free multimedia development:

Overview of the content you will learn throughout the day:

WebGL is a cross-platform, royalty-free web standard for a low-level 3D graphics API based on OpenGL ES 2.0, exposed through the HTML5 Canvas element as Document Object Model interfaces. Developers familiar with OpenGL ES 2.0 will recognize WebGL as a Shader-based API using GLSL. It stays very close to the OpenGL ES 2.0 specification, with some concessions made for what developers expect out of memory-managed languages such as JavaScript. Major browser vendors Apple (Safari), Google (Chrome), Mozilla (Firefox), and Opera (Opera) are members of the WebGL Working Group. Learn about WebGL, a cross-platform, royalty-free web standard based on OpenGL ES 2.0. WebGL is Shader-based using GLSL, bringing plugin-free 3D to the web, implemented right into the browser. Speaker Name Speaker Title Company Start Description Coffee/Pastries Reception 8:30 AM Demos and donuts Neil Trevett Khronos President NVIDIA 9:00 AM Welcome/Agenda Vladimir Vukicevic WebGL Work Group Chair Mozilla 9:05 AM WebGL 1.0 Announcement, WebGL tech overview Kathleen Maher Analyst Tech Watch 9:18 AM TBD Ken Russell TBD Google 9:31 AM WebGL in Google Chrome Tim Johansson TBD Opera 9:42 AM WebGL in Opera Dave Ligon TBD QUALCOMM 9:53 AM TBD Mark Callow Chief Architect HI Corp 10:04 AM HI's plans for WebGL Vangelis Kokkevis TBD Google 10:10 AM Google Body Browser with WebGL Vladimir Vukicevic WebGL Work Group Chair Mozilla 10:21 AM Finish

OpenGL® is the most widely adopted 2D and 3D graphics API in the industry, bringing thousands of applications to a wide variety of computer platforms. It is window-system and operating-system independent as well as network-transparent. OpenGL enables developers of software for PC, workstation, and supercomputing hardware to create high-performance, visually compelling graphics software applications, in markets such as CAD, content creation, energy, entertainment, game development, manufacturing, medical, and virtual reality. OpenGL 3.2 exposes all the features of the latest graphics hardware. Just like graphics hardware, OpenGL evolves with new graphics technology. This session will present an introduction to OpenGL, explain best practices for performance and compatibility with future versions of the API, and provide a glimpse of OpenGL's future directions. Speaker Name Speaker Title Company Start Description Barthold Lichtenbelt WG Chair NVIDIA 10:30 AM Intro of speakers and API tech overview Bill Licea-Kane GLSL chair AMD 10:52 AM GLSL tips and tricks Jon Leech Ecosystem chair Khronos 11:14 AM Update on the OpenGL ecosystem Cass Everitt OpenGL Enthusiast NVIDIA 11:35 AM OpenGL A Love Story

Spend your lunch break checking out the hottest products running on Khronos APIs. We will have demos running in the back of the room and member presentations at the podium. Feel free to hang out and meet the creators of these technlogies! Speaker Name Speaker Title Company Start Description Arto Ruotsalainen Manager, User Interface Solutions Rightware 12:00 PM Kanzi 3D User Interface Technology & COLLADA Yoshihiko Kuwahara Senior Software Engineer DMP 12:22 PM PICA/SMAPH Graphics Hardware IP Core & Android e-Learning Kit Hwanyong Lee CTO HUONE 12:44 PM OpenVG applications running on mobile devices: SVG player and eBook application Jefferson Hobbs Specification Editor SRS Labs 1:05 PM TBD Understanding POWERVR SGX Graphics Technology and Optimizing for Great Graphics Performance Speakers: Joe Davis (Imagination Technologies) and Gordon MacLachlan (Imagination Technologies)

Day / Time / Location: Monday 28th February 4:15 - 5:15 pm Room 120, North Hall Imagination's POWERVR SGX and SGX MP graphics IP is a crucial part of today's consumer electronics market, integrated into a wide variety of the latest mobile, computing and embedded products. Now - with new POWERVR Series6 cores, codenamed 'Rogue' on their way and multi-core SGX MP devices already coming to market in smartphones, tablets and games consoles it is becoming increasingly important for developers to understand how to take advantage of this hardware architecture in their applications. The aim of this session is to give an expert insight into the POWERVR SGX and SGX MP Tile Based Deferred Rendering architecture and explain to developers how they can use the PVRTune analysis utility, and best programming practice, to optimize their applications for todays mobile devices. Please note that an eligible GDC pass is required to attend this session: Audio Pass, Main Conference Pass, Summits and Tutorials Pass, All Access Pass

COLLADA™ defines an XML-based schema to make it easy to transport 3D assets between applications - enabling diverse 3D authoring and content processing tools be combined into a production pipeline. The intermediate language provides comprehensive encoding of visual scenes including: geometry, shaders and effects, physics, animation, kinematics, and even multiple version representations of the same asset. COLLADA FX enables leading 3D authoring tools to work effectively together to create shader and effects applications and assets to be authored and packaged using OpenGL® Shading Language, Cg, CgFX, and DirectX® FX Attend the COLLADA DevU session to see numerous developers present the latest cutting-edge DCC tools and applications for gaming, automation, 3D web and visualization. Speaker Name Speaker Title Company Start Description Mark Barnes WG Chair Biodroid Productions 1:30 PM Intro of speakers and API tech overview Kathleen Maher Analyst Tech Watch 1:41 PM Market Analysis Henrik Bennetsen CEO Katalabs 1:47 PM OurBricks leverages COLLADA and WebGL Alan Chaney CTO Mechnicality 2:18 PM Cloud Authoring Remi Arnaud Senior VP & Chief Software Architect Screampoint 2:34 PM Conformance Mark Barns WG Chair Biodroid Productions 2:45 PM Q&A

OpenCL™ is the first open, royalty-free standard for cross-platform, parallel programming of modern processors found in personal computers, servers and handheld/embedded devices. OpenCL (Open Computing Language) greatly improves speed and responsiveness for a wide spectrum of applications in numerous market categories from gaming and entertainment to scientific and medical software. OpenCL supports a wide range of applications, from embedded and consumer software to HPC solutions, through a low-level, high-performance, portable abstraction. By creating an efficient, close-to-the-metal programming interface, OpenCL will form the foundation layer of a parallel computing ecosystem of platform-independent tools, middleware and applications. At this session you will meet designers and implementers of this significant new standard for heterogeneous parallel programming on GPUs and CPUs, and learn how OpenCL inter-operates with OpenGL, enabling advanced, cross-platform, visual computing applications. Speaker Name Speaker Title Company Start Description Neil Trevett OpenCL Chair NVIDIA 3:00 PM Introductioin to Khronos and OpenCL Ben Gaster Senior Architect AMD 3:06 PM OpenCL Overview & "Device Fission" Adam Lake Senior Software Architect Intel 3:32 PM Real-time shallow water simulation using OpenCL on CPUs James Fung TBD NVIDIA 3:48 PM NVIDIA vendor session Ben Gaster Senior Architect AMD 4:04 PM AMD vendor session Neil Trevett OpenCL Chair NVIDIA 4:20 PM Wrap-up and Questions