OpenGL for Embedded Systems (OpenGL ES or GLES) is a subset of the OpenGL computer graphics rendering application programming interface (API) for rendering 2D and 3D computer graphics such as those used by video games, typically hardware-accelerated using a graphics processing unit (GPU). It is designed for embedded systems like smartphones, tablet computers, video game consoles and PDAs. OpenGL ES is the "most widely deployed 3D graphics API in history".
The API is cross-language and multi-platform. The GLU library and the original GLUT are not available for OpenGL ES, freeglut however, supports it. OpenGL ES is managed by the non-profit technology consortium Khronos Group. Vulkan, a next-generation API from Khronos, is made for simpler high performance drivers for mobile and desktop devices.
Several versions of the OpenGL ES specification now exist. OpenGL ES 1.0 is drawn up against the OpenGL 1.3 specification, OpenGL ES 1.1 is defined relative to the OpenGL 1.5 specification and OpenGL ES 2.0 is defined relative to the OpenGL 2.0 specification. This means that, for example, an application written for OpenGL ES 1.0 should be easily portable to the desktop OpenGL 1.3; as the OpenGL ES is a stripped-down version of the API, the reverse may or may not be true, depending on the particular features used.
OpenGL ES comes with its own version of shading language (OpenGL ES SL), which is different from OpenGL SL.
Version 1.0 and 1.1 both have common (CM) and common lite (CL) profiles, the difference being that the common lite profile only supports fixed-point instead of floating point data type support, whereas common supports both.
OpenGL ES 1.0 was released publicly July 28, 2003. OpenGL ES 1.0 is based on the original OpenGL 1.3 API, with much functionality removed and a little bit added. One significant difference between OpenGL and OpenGL ES is that OpenGL ES removed the need to bracket OpenGL library calls with glBegin and glEnd.
This page is automatically generated and may contain information that is not correct, complete, up-to-date, or relevant to your search query. The same applies to every other page on this website. Please make sure to verify the information with EPFL's official sources.
Biochemistry is a key discipline for the Life Sciences. Biological Chemistry I and II are two tightly interconnected courses that aim to describe and understand in molecular terms the processes that m
This course is an introduction to the non-perturbative bootstrap approach to Conformal Field Theory and to the Gauge/Gravity duality, emphasizing the fruitful interplay between these two ideas.
This year's topic is "Adelic Number Theory" or how the language of adeles and ideles and harmonic analysis on the corresponding spaces can be used to revisit classical questions in algebraic number th
PowerVR is a division of Imagination Technologies (formerly VideoLogic) that develops hardware and software for 2D and 3D rendering, and for video encoding, decoding, associated and DirectX, OpenGL ES, OpenVG, and OpenCL acceleration. PowerVR also develops AI accelerators called Neural Network Accelerator (NNA). The PowerVR product line was originally introduced to compete in the desktop PC market for 3D hardware accelerators with a product with a better price–performance ratio than existing products like those from 3dfx Interactive.
OpenVG is an API designed for hardware-accelerated 2D vector graphics. Its primary platforms are mobile phones, gaming & media consoles and consumer electronic devices. It was designed to help manufacturers create more attractive user interfaces by offloading computationally intensive graphics processing from the CPU onto a GPU to save energy. The OpenGL ES library provides similar functionality for 3D graphics. OpenVG is managed by the non-profit technology consortium Khronos Group.
Mesa, also called Mesa3D and The Mesa 3D Graphics Library, is an open source implementation of OpenGL, Vulkan, and other graphics API specifications. Mesa translates these specifications to vendor-specific graphics hardware drivers. Its most important users are two graphics drivers mostly developed and funded by Intel and AMD for their respective hardware (AMD promotes their Mesa drivers Radeon and RadeonSI over the deprecated AMD Catalyst, and Intel has only supported the Mesa driver). Proprietary graphics drivers (e.
WebGL is a set of standardized JavaScript APIs for GPU accelerated graphics. Security of the WebGL interface is paramount because it exposes remote and unsandboxed access to the underlying graphics stack (including the native GL libraries and GPU drivers) ...
Berkeley2023
,
We prove that the coefficients of a GL3 x GL2 Rankin-Selberg L-function do not correlate with a wide class of trace functions of small conductor modulo primes, generalizing the corresponding result of Fouvry, Kowalski, and Michel for GL2 and of Kowalski, L ...
In this paper, we prove strong subconvexity bounds for self-dual GL(3) L-functions in the t-aspect and for GL(3) x GL(2) L-functions in the GL(2)-spectral aspect. The bounds are strong in the sense that they are the natural limit of the moment method pione ...