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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

Khronos Announces VR Standards Initiative

The Khronos Group today announced a call for participation in a new initiative to define a cross-vendor, royalty-free, open standard for access to modern virtual reality (VR) devices.

The rapid growth of the virtual reality market has led to platform fragmentation, forcing VR applications and engines to be ported and customized to run on multiple VR runtimes, and requiring VR sensors and displays to be integrated with multiple driver interfaces. This fragmentation slows the widespread availability of compelling VR experiences, creating added expense for developers wishing to support multiple VR devices, and hindering the adoption of innovative user interface technologies.

Any company interested to participate is strongly encouraged to join Khronos for a voice and a vote in the development process. Design contributions from any member are welcome. Some of the Khronos member companies helping to get this initiative underway include AMD, ARM, Epic Games, Google,  Intel, LunarG, NVIDIA, Oculus, Razer, Tobii, Valve and VeriSilicon. More information on this initiative and and how to join the Khronos Group is available at:


- VR landing page

- Press Release

- Khronos and VR at SIGGRAPH Asia

- VR community chat

Dec 06, 2016 | Read article... | Permalink

Amazon EC2 Elastic GPUs support OpenGL

Amazon EC2 users will soon have the ability to add OpenGL acceleration to existing EC2 instance types.  Amazon-optimized OpenGL library will automatically detect and make use of Elastic GPUs. Amazon will start out with Windows support for OpenGL, and plan to add support for the Amazon Linux AMI and other versions of OpenGL after that.  The GPU added to the instance can have 1, 2, 4, or 8 gigabytes of video memory.  It’s becoming much easier to use OpenGL from GPUs in the cloud.

Nov 30, 2016 | Read article... | Permalink

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