 So here with the TouchGFX lab, right here at the ST. So hi, so who are you? My name is Morden Kelsen. I'm a senior software developer with TouchGFX. So what is TouchGFX and what does it come from? So TouchGFX is a graphics library with a designer to generate graphical applications for embedded devices for STM32. So since the acquisition of TouchGFX last year, TouchGFX is now locked to STM32 micros. So that means the STM32 microcontrollers can get this tool? Yes. And what is this? An application that runs on Windows? It is a Windows application, so the dream is that it should be cross-platform, so like Linux and the Mac OS, but I don't know, but it's written in C-Sharp. So it doesn't run on mono. So on a Windows computer, do everybody get access to it, or does it cost money? No, so since the acquisition TouchGFX is free, since 4.10, it was locked to STM32. So basically you can just download it from the web. So for instance here, through this link, get TouchGFX, you can reroute it to the st.com website. You can download it from here. And so it's a nice, it's a really cool app. It allows you to do 3D microcontrollers. Well, I mean, not 3D in the sense, I mean 3D in the term, in the sense that we have a texture map as to do rotation and stuff, but it's not like pure 3D OpenGL, because that's not supported by STM32. But to do cool graphics? Yeah, cool graphics. So the story is that since Qubemax 5.0, we also integrated inside Qubemax. So you can actually select Qubemax from within Qubemax, which will generate a TouchFX project for you, along with all the BSP, device drivers, etc. So you have a complete project that you can use with TouchFX. So how does it look like a device that has it running? So here, it's just a simple application, doing a screen transition with a cover effect. So it has a nice touch effect. And a touch. And a nice sliding motion, smooth. It looks like it's an advanced device. Yeah, so the original concept of TouchFX was to give people the option to create smartphone-like graphics on resource-constrained and better devices, running like a factor 10 slower. So for instance, in this case, you could run really bad looking graphics on this device. Something like... What graphics? Something like this, for instance, is something developed by a graphics artist. So it just makes the whole application look really good. You could run, if you just had a box or something, it would care. So you need a graphics artist? You need a graphics artist to kind of make things look good, yeah. Like the different buttons, different things that happen? This is a professional graphics artist. You could do something in paint, but it wouldn't be very impressive. Graphic designer? Yeah. Just a graphic designer, right? Yeah, like a professional graphics artist doing stuff in Photoshop and then handing over the graphics to the application developers. The files have to be compressed? It happens through your app? No, it's just... So what happens is that the graphics artist would work in Photoshop, then extract some of the images as maybe a PNG. That image file would get translated by the image converter by George Javex into like a C++ array of pixel data for that particular image format. And that particular array would get placed maybe in external Quotspy flash and then that data will get copied by the Chromad of the STM32 device from the external Quotspy flash into the frame bar for using hardware alpha blending. And it says parallel LCD with PGSI. These chips... How many chips are supported? So in touch effects? Yeah. Yeah, so you can see here if you open up starting the application with the designer. So basically this is the range of support we have. So we support the L4, R9, we support the F4s, both with just its decontroller but also with the DSI controller. We support the F7s with parallel RGB or DSI screens. So when you select something from this range of templates, basically what you'll get is something that is guaranteed to work. Nice. It just works. And it's a free artist. Yeah, by default we've always provided free artists and also if you generate your project with Cubamax, that's what you get. You get a free artist task. With what, Max? Yes. So when you generate a project with Cubamax, you get one free artist task that runs your GUI. Okay. And so can you say a little bit more about the background of the touch GFX? Where are you based? So we're based in Denmark. So it's the only Danish ST site right now. We're in Copenhagen? In Aarhus. We came from a company called Draupner Graphics. And this was acquired by ST last year. And what was that company? It was only working with an ST product? Yes. So originally the project was developed at Milner Informatics. So Milner is actually the name of Thor's Hammer. So we created a sister company called Draupner Graphics. Draupner is the ringer voting. So it's all themed in Nordic mythology. And then ST acquired that company last year. And is this adoption of this technology now accelerating? More and more people are using it? Yes. So with the... Can we look over there? Sure. So let's go around here. So this is a whole bunch of examples running on it? Yeah. So actually here, this is kind of a complex game running. Parallax effects, lots of pixels getting moved to display. So basically what you can see is the MCU load is really low. But by disabling the chroma art, the MCU load will suddenly rise to maybe 80%. So that's what the charge effects does well. It's sufficient rendering of screens to frame buffer. Using hardware acceleration is available. So most of the ST32 devices is the chroma art, which can do... You can copy data from the memory map reversible area to a frame buffer using hardware. And this one? So this is just another demo. Just to show you something. This is a texture map running. You have scroll wheels, different things you can try out here. And when you... Ooh, this one? Can I check? Yeah. So this is a smartwatch? Yes, smartwatch. That's the L4, ST32 L4, low power. Good. So it's about bringing touch UIs to a minute. And when a customer is interested to do this, can you refer them to graphic designers that are great at doing stuff with this? Sure, we can. So we have actually here... We have resources, we have these incremental services. So these are the partners that we have. These guys do display modules. These guys can do both implementation of applications as well as UX and graphics. And so these guys, they do the hardware, right? These guys do hardware. These guys do mostly application development. And these guys can do application development. It's kind of a different story for each implementer. Nice. And so they can get people to market faster. Sure, yeah. So in the old days, we would do some of this stuff, but now we just have partners who do that. So we can focus on the actual framework and developing that. So the framework itself, as well as the designer. So version 11, 4.11 of the designer will be out soon. So what's new with the new version? So what's new in 4.11 is something like Thai language support. Support for 8-bit frame buffers. So you can run it on, for instance, like in 6-bit display. We have new widgets from the framework available in the designer, like a texture mapper and digital clocks, analog clocks, lots of performance improvements and bot fixes. This is still 4.10? Yeah. So it's coming out just shortly? Shortly, but so now we have to kind of align with other products in the SGM32 ecosystem. So we need to align with Cubemax and Kube firmware packs so we do not decide anymore when to release things.