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NVIDIA 378.09 beta driver released adding OpenGL threaded optimizations by default

NVIDIA 378.09 beta driver has enabled OpenGL threaded optimizations by default in the driver. As well the driver has added support for the ARB_parallel_shader_compile extension to allow multi-threaded compilation of GLSL shaders. Support for the Vulkan extensions VK_KHR_display and VK_KHR_display_swapchain was also added.

Jan 18, 2017 | Read article... | Permalink

Join Khronos at GDC and VRDC

As you make your plans for GDC, plan to visit Khronos! Find Khronos at Booth #2419 at the GDC expo March 1-3 2017.  If you use Vulkan, glTF or WebGL, then don’t miss our Developer Day Sessions on Feb 28 at GDC! Also be sure to check out our table at VRDC where we look forward to talking with you about the Khronos VR Initiative.

Jan 17, 2017 | Read article... | Permalink

All-Day Vulkan Workshop in Vancouver on January 30

Join the Khronos Group at the Marriott Pinnacle Downtown in Vancouver, BC for a full-day workshop on Vulkan. We will briefly cover the basics, then dive into the details you need. Planned topics include:

• Vulkan tools and resources: SDK, Validation Layers, and Vulkan Loader
• vktrace for desktop and Android
• C/C++ with Vulkan-Hpp
• SPIR-V Tools (GLSLang, SPIR2CROSS, and others)
• Keeping your GPU fed without getting bitten
• Vulkan Tutorial - We'll get into some code!
• Vulkan game development on Android - a case study from Samsung
• SV porting story from Oculus
• Panel/Q&A with ISVs, IHVs, and Presenters: Performance recommendations, practical advice, and answers to your questions

The early-registration price is CAD$149 (about US$112) through January 16. Starting on January 17 the price is CAD$199.

Jan 06, 2017 | Read article... | Permalink

WGL_EXT_colorspace specification is now available

WGL_EXT_colorspace specification is available and implemented in GeForce 376.09 drivers. This extension enables faster support of linear rendering on Windows with OpenGL ES for physically based shading. WGL_EXT_colorspace allows rendering directly to the default framebuffer without requiring an intermediate framebuffer and extra blit to perform the linear to sRGB conversion on the default framebuffer. This extension is used in Unity 5.5 editor for OpenGL ES native emulation enabling faster iterations while developing high quality graphics on mobile.

Dec 20, 2016 | Read article... | Permalink

OpenGL-powered watercolor paired with tiltable and rotatable surface

In last week’s SIGGRAPH ASIA, Expresii showed a clever setup with a 28” 4K monitor mounted on a flexible arm that allows users to tilt and rotate the surface while watercolor paint flows down according to the inclination. The life-like flows and the ability to output at 12K resolution are all powered by OpenGL.

Dec 12, 2016 | Read article... | Permalink

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