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Showing posts with label mobile. Show all posts
Showing posts with label mobile. Show all posts

Get ready for Google I/O: Program lineup revealed

Wednesday, May 1, 2024


Developers, get ready! Google I/O is just around the corner, kicking off live from Mountain View with the Google keynote on Tuesday, May 14 at 10 am PT, followed by the Developer keynote at 1:30 pm PT.

But the learning doesn’t stop there. Mark your calendars for May 16 at 8 am PT when we’ll be releasing over 150 technical deep dives, demos, codelabs, and more on-demand. If you register online, you can start building your 'My I/O' agenda today.

Here's a sneak peek at some of the exciting highlights from the I/O program preview:

Unlocking the power of AI: The Gemini era unlocks a new frontier for developers. We'll showcase the newest features in the Gemini API, Google AI Studio, and Gemma. Discover cutting-edge pre-trained models from Kaggle, and delve into Google's open-source libraries like Keras and JAX.

Android: A developer's playground: Get the latest updates on everything Android! We'll cover groundbreaking advancements in generative AI, the highly anticipated Android 15, innovative form factors, and the latest tools and libraries in the Jetpack and Compose ecosystem. Plus, discover how to optimize performance and streamline your development workflow.

Building beautiful and functional web experiences: We’ll cover Baseline updates, a revolutionary tool that empowers developers with a clear understanding of web features and API interoperability. With Baseline, you'll have access to real-time information on popular developer resource sites like MDN, Can I Use, and web.dev.

The future of ChromeOS: Get a glimpse into the exciting future of ChromeOS. We'll discuss the developer-centric investments we're making in distribution, app capabilities, and operating system integrations. Discover how our partners are shaping the future of Chromebooks and delivering world-class user experiences.

This is just a taste of what's in store at Google I/O. Stay tuned for more updates, and get ready to be a part of the future.

Don't forget to mark your calendars and register for Google I/O today!

Posted by Timothy Jordan – Director, Developer Relations and Open Source

Open sourcing Seurat: bringing high-fidelity scenes to mobile VR

Friday, May 4, 2018

Crossposted from the Google Developers Blog

Great VR experiences make you feel like you’re really somewhere else. To create deeply immersive experiences, there are a lot of factors that need to come together: amazing graphics, spatialized audio, and the ability to move around and feel like the world is responding to you.

Last year at I/O, we announced Seurat as a powerful tool to help developers and creators bring high-fidelity graphics to standalone VR headsets with full positional tracking, like the Lenovo Mirage Solo with Daydream. Seurat is a scene simplification technology designed to process very complex 3D scenes into a representation that renders efficiently on mobile hardware. Here’s how ILMxLAB was able to use Seurat to bring an incredibly detailed ‘Rogue One: A Star Wars Story’ scene to a standalone VR experience.

Today, we’re open sourcing Seurat to the developer community. You can now use Seurat to bring visually stunning scenes to your own VR applications and have the flexibility to customize the tool for your own workflows.

Behind the scenes: how Seurat works

Seurat works by taking advantage of the fact that VR scenes are typically viewed from within a limited viewing region, and leverages this to optimize the geometry and textures in your scene. It takes RGBD images (color and depth) as input and generates a textured mesh, targeting a configurable number of triangles, texture size, and fill rate, to simplify scenes beyond what traditional methods can achieve.


To demonstrate what Seurat can do, here’s a snippet from Blade Runner: Revelations, which launched today with the Lenovo Mirage Solo.

Blade Runner: Revolution by Alcon Interactive and Seismic Games
The Blade Runner universe is known for its stunning worlds, and in Revelations, you get to unravel a mystery around fugitive Replicants in the futuristic but gritty streets. To create the look and feel for Revelations, Seismic used Seurat to bring a scene of 46.6 million triangles down to only 307,000, improving performance by more than 100x with almost no loss in visual quality:

Original scene:

Seurat-processed scene: 

If you’re interested in learning more about Seurat or trying it out yourself, visit the Seurat GitHub page to access the documentation and source code. We’re looking forward to seeing what you build!

By Manfred Ernst, Software Engineer

Gulliver powers Lonely Planet’s Trippy travel planning apps

Tuesday, November 30, 2010

Gulliver is an open source platform from Google that helps users plan trips in real time with their friends. Using Gulliver, you can create applications for mobile, iGoogle, and mobile web platforms that make it easy to build and share itineraries using Google Maps resources and Lonely Planet recommended itinerary items.

You can use Gulliver to:
• Create, share, and sync trips between the AppEngine web application, iGoogle, and the Android application
• Create scheduled and unscheduled trips
• See Lonely Planet recommendations for hotels, activities, sights, restaurants, and more for top destinations
• Seamlessly show parallel Google results when there are no Lonely Planet results
• Rate and comment on items
• Create custom items
• On iGoogle, drag and drop items from the map into the itinerary list
• On Android phones, take photos from within the app
A fully functional consumer app has been built on the Gulliver code base: Lonely Planet’s Trippy. Trippy combines the travel expertise of Lonely Planet with the power of Google web search and Google Maps.

Trippy for iGoogle (click image to enlarge)

Trippy for mobile web (click image to enlarge)

Guilliver was created as a 20% time project, a well-known part of our philosophy and company culture which enables engineers to spend one day a week working on projects that aren't necessarily in our job descriptions. We can use the time to develop something new, or if we see something that's broken, we can use the time to fix it. And now you can take these open source apps and run with them! We’re making that possible by rolling them out to the open source community under the Apache license.

Want to get involved with Gulliver and help us make it an even better application? Join the Gulliver team! To get started, just visit our project page, join the community, and download the code.

By David Yu Chen and Alex Cuthbert, Google Gulliver 20% time team

Introducing the Mobile Bookmark Bubble

Tuesday, September 14, 2010

Today, we’re pleased to announce that we’re open-sourcing the Mobile Bookmark Bubble, a JavaScript library that helps users of your web application bookmark the app to their home screen, just like a native app. We’ve been using this library in several of our own web apps, and hope you’ll find it useful for your users, too.

The bubble, which currently supports iPhone, iPod and iPad devices running iPhone OS 3 and above, slides in at the bottom of the application with instructions for creating the bookmark. The bubble automatically slides back out again after a few seconds if the user does not interact with it. HTML5 local storage is used to prevent the bubble from being shown after the user has dismissed it too many times. The amount of time the bubble remains visible, as well as the number of times the bubble can be dismissed, can be easily configured.

The Mobile Bookmark Bubble is released as an open source project under the Apache license, and is available now on Google Code. The repository includes a small sample application demonstrating how the library can be used. If you’d like to send feedback or have any questions, please see our discussion group. Happy hacking!

By Neil Thomas, Software Engineering Team

First Android Patch Accepted!

Tuesday, October 21, 2008



This morning at 8 AM Pacific, I had the joy of participating in the Android release. If you've been following along, you'll have seen how excited we've been - and are - to publish millions of lines of code to the outside world.

Well, the number just went up by six more lines. It's a small start, but knowing that we accepted our first patch from a contributor external to the Open Handset Alliance just 4.5 hours after unveiling the code reinforces to me why open sourcing this is exactly the right thing to do.

Happy Hacking. =)

(Update: I just checked, and we're up to 5 accepted patches from 8 submitted. Way cool.)

Android: The Open Source Cell Phone



As you might have heard, on the 22nd of October we will start to see the first deliveries of the T-Mobile G1, the first phone based on the Android mobile platform. This is an incredibly exciting time for us, the culmination of over three years of work done by hundreds of people at the companies that make up the Open Handset Alliance. All of us are waiting with bated breath to see how the phone is used and what its impact will be on the future of mobile phones and computing.

But that's tomorrow....

Today I'm very proud to announce that we are releasing the code that went into that same revolutionary device. Let me present Android: the first complete and highly functional, mass market, Open Source mobile platform. Built with and on top of a bunch of Open Source software, this is one of the largest releases in the history of FOSS. Our goal was to make millions of terrific phones possible, to raise the bar on what people can expect from any mobile phone and to release the code that makes it possible.

So check out the code, build a device, send in some patches and become a committer.

Android is terrific now, and with every new developer that joins us Android gets better. Not just for the Open Handset Alliance, not just for Google, and not just for T-Mobile G1 users — but for everyone. Through the use of Open Source we can change how the world thinks of cell phones and portable computing, together.

If you'd like to know more, visit the Android open source page and read all about its debut there.


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