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Khronos DevU in Seoul Korea: Vulkan All-day Tutorial

Sep 29, 2016 | Categories: Developers | Comments

Khronos is pleased to present a full-day workshop on Vulkan in the upcoming DevU in Seoul, Korea. This session will go in depth into Vulkan, providing you with an important overview, then quickly diving deep beyond the basics into its use and structure, followed by a few case studies with code walkthroughs. There will be ample opportunity to speak with the instructors both during, and after the event in a social get together. This DevU session will be taught by Khronos working group members who specialize in Vulkan and who participated in its creation. Beginners are welcome, but the session is intended for experienced developers with knowledge of 3D graphics and rendering. In addition to a full day of Vulkan training, the session will include all course materials, a Vulkan Quick Reference Guide, a Vulkan t-shirt, and a buffet lunch. For more information and to register your spot, please visit the DevU session page.

Webinar: Vulkan Validation Layers Deep Dive video now online

Sep 27, 2016 | Categories: Developers | Comments

This 90-minute webinar provides a detailed review of the Vulkan Validation Layers, how they are architected, how you use them, and why they are so important. The main presentation is followed by a Q&A session. The Video and Slide deck from the webinar is now available online.

Webinar: Vulkan Validation Layers Deep Dive September 27

Sep 26, 2016 | Categories: Developers | Comments

Don’t miss the Vulkan deep-dive webinar on Tuesday September 27th at 10am PDT. This one-hour webinar provides a detailed review of the Vulkan Validation Layers, how they are architected, how you use them, and why they are so important. The main presentation is followed by a Q&A session.

Shadron graphics editor uses GLSL and your own Shader Code to manipulate images

Sep 12, 2016 | Categories: Developers | Applications | Comments

Shadron uses GLSL (OpenGL Shading Language) shaders to manipulate images. For programmers, particularly budding game developers, Shadron could be the answer to a number of your asset creation woes.

Modern OpenGL 3.0+ Tutorial Series

Aug 30, 2016 | Categories: Developers | Comments

This tutorial series shows you Modern OpenGL the way it is meant to be seen. Starting with setup videos and more videos to come from Sonar Systems.

Efficient GPU Rendering of Subdivision Surfaces using Adaptive Quadtrees

Aug 06, 2016 | Categories: Developers | Comments

How does Pixar represent objects rendered in their movies?  With subdivision surfaces. Now researchers at Activision, NVIDIA, and Stanford have published a new adaptive quadtree approach to rendering subdivision surfaces on modern GPUs.  Using OpenGL tessellation shaders, their system efficiently renders subdivision surfaces by streaming the surface patches without needing to split the patches the way prior approaches, such as OpenSubdiv 3.0, operate.  Their accompanying YouTube video shows their technique rendering state-of-the-art video game assets.

g_truc updates online Effective OpenGL

Aug 03, 2016 | Categories: Developers | Comments

Christophe Riccio from Unity has updated his Effective OpenGL online doc. From twitter he mentions “Surviving without gl_DrawID, cross GPU arch framebuffer BW saving, building workarounds.” Chrisophe has a wealth of other OpenGL resources. If you haven’t stumbled across his website yet, now would be a good time.

The Vulkan Interview

Aug 02, 2016 | Categories: General | Comments

Red Gaming Tech had an interview with Tom Olson chair of the Vulkan Working Group, and Neil Trevett President of the Khronos Group. Tom Olson commented “We’re really eager to hear from first-generation developers about what kind of experiences they are having.” Neil Trevett wrote “the rate of Vulkan adoption has been faster than any API that Khronos has ever produced.” There’s a lot of good information on many aspects of Vulkan, head on over and read The Vulkan Interview.

“NVIDIA OpenGL in 2016” replay and slides available

Aug 01, 2016 | Categories: Developers | Comments

Jeff Kiel and Mark Kilgard presented “NVIDIA OpenGL in 2016” at SIGGRAPH in Anaheim.  See the replay or review the slides.  Live during the presentation, Jeff demonstrates NVIDIA’s Nsight graphics debugger and profiler capturing and profiling Virtual Reality scenes from the Unreal Engine using OpenGL.  You can also check out slides and replays for the whole schedule of NVIDIA events at SIGGRAPH.

Khronos BOFs from SIGGRAPH Video, Slides and Photos… now online

Jul 28, 2016 | Categories: General | Developers | Comments

Khronos has put online a lot of the BOF content from the SIGGRAPH. There a lots of photos here and here, hi-res video and all of the slides from the presentations.

Khronos Establishes Advisory Panel to Create Design Guidelines for Safety Critical APIs

Jul 27, 2016 | Categories: Developers | Comments

The Khronos Group today announced the formation of a Safety Critical Advisory Panel to create guidelines for the design of safety critical graphics, compute and vision processing APIs. The Safety Critical Advisory Panel will be open to both Khronos members and invited experts from the industry. Markets such as Advanced Driver Assistance Systems (ADAS), autonomous vehicles, robotics and avionics increasingly need advanced acceleration APIs that are designed to provide reliable operation and enable system safety certification. The guidelines will be openly published and adopted as part of Khronos’ proven API design process. Experienced practitioners in the field of safety critical system design are invited to apply for Advisory Panel membership, at no cost, with more details at the Khronos Safety Critical working group page.

Mesa driver hits OpenGL 4.5

Jul 27, 2016 | Categories: General | Developers | Comments

Judging by MesaMatrix it would appear that Mesa along with the Intel driver has hit OpenGL 4.5. This is a major milestone and fancy feather in their cap.

GLEW 2.0 is now released

Jul 25, 2016 | Categories: Developers | Comments

OpenGL Extension Wrangler (GLEW) 2.0 is now released and supports every extension in the OpenGL registry including the latest new Khronos ARB_gl_spirv extension to accept SPIR-V in OpenGL, EXT_window_rectangles, and all of NVIDIA’s new Pascal GPU extensions.  Source code is available on github.  Big thanks to Nigel Stewart, GLEW’s maintainer.

Windows driver v369.00 provides beta support for OpenGL 2016 ARB extensions on capable hardware

Jul 25, 2016 | Categories: Developers | Comments

New OpenGL 2016 ARB extension (requires NVIDIA GeForce 600 series or newer GPUs) ARB_gl_spirv New EXT extension (requires NVIDIA GeForce 400 series or newer GPUs) EXT_window_rectangles New NVX extension (requires Nvidia GeForce 1000 Series): NVX_blend_equation_advanced_multi_draw_buffers

Khronos at SIGGRAPH 2016

Jul 24, 2016 | Categories: General | Developers | Comments

Khronos Group is at SIGGRAPH this week. If you are going be sure to bookmark our SIGGRAPH event page containing our complete list of BOFs and Khronos related sessions. We'll have free t-shirts, a Chapters BOF on Tuesday, several Khronos Tech BOFs on Wednesday as well as our famous After Party BOF Blitz where you can meet, ask questions and eat with some of the folks behind the Khronos technologies. Our Wednesday line-up includes:
- OpenVX & OpenCL @ 10am
- OpenCL, SYCL, & SPIR-V @ 11:00am
- WebGL & glTF @ 1:00pm
- Vulkan, OpenGL, & OpenGL ES @ 2:30pm
- and the Khronos After Party @ 6:00pm

Starting today at 2pm and running until Wednesday there is a good selection of Khronos related courses, papers and non Khronos BOFs. Be sure to also check out the Khronos member booths including AMD, Google, Intel, KDAB and The QT Company, MAXON, Microsoft, NVIDIA, Qualcomm and Unity.

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