Vulkan Ray Tracing
The Khronos® Group ratified and released the Vulkan® Ray Tracing provisional extensions, creating the industry’s first open, cross-vendor, cross-platform standard for ray tracing acceleration. Primarily focused on meeting desktop market demand for both real-time and offline rendering, the release of Vulkan Ray Tracing as provisional extensions enables the developer community to provide feedback before the specifications are finalized. Comments and feedback will be collected through the Vulkan GitHub Issues Tracker and Khronos Developer Slack. Developers are encouraged to share comments with their preferred hardware vendors. The specifications are available today on the Vulkan Registry.
The Khronos Vulkan Ray Tracing Task Sub Group (TSG) wrote a detailed blog to accommodate the release of the Ray Tracing provisional extensions. In the blog, the Vulkan Ray Tracing TSG gives an overview of each extension and provides links to more resources.
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The Latest Vulkan Educational Resources
We often hear that developers would like a single location to find all the available resources for learning Vulkan, so we created a list of the most up-to-date and valuable set of resources available. We've made good progress on new resources, releasing the Vulkan Code Samples, which we encourage developers of all skill levels to explore.
However, there is always more we can do to improve the state of available educational resources so expect more from us this year. In particular, with many events cancelled or delayed in 2020, we will be exploring ways to take that educational content online to make sure developers don't miss out on the valuable insight these event session's provide. We will continue to expand this list moving forward which you can find here.
In addition to the educational resources, Vulkan has recently announced an update to the Vulkan Guide. The Vulkan Guide is designed to help developers get up and going with the world of Vulkan. It is aimed to be a light read that leads to many other useful links depending on what a developer is looking for, and now the guide has been updated to include 1.1 and 1.2 extensions.
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Learning from Home with 3D Content
In the last several weeks, learning has moved from the classroom into the home, as schools across the world have temporarily closed.
The old way of learning involved reading textbooks or consuming content delivered through paper handouts. Sometimes live specimens or scale models could be used to enliven lesson plans, but this delivery method involved complex preparations and procurement of live specimens, as well as other costly materials. Now with 3D models, things have changed.
See full story with new 3D models from Simply Augmented...
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UPCOMING EVENTS
Khronos Presenting at Laval Virtual World 2020
April 22-24, 2020
Virtual
Facing Covid-19, conferences, awards, meetings and the Art & VR Gallery of the Recto VRso Festival will be made available for free. A wonderful opportunity to gather and learn while staying at home.
Register and join the conference to hear about OpenXR from Collabora's Ryan Pavlik and a Keynote address by Khronos President, Neil Trevett.
Read more...
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Join Us at IWOCL / SYCLcon 2020
April 27-29, 2020
Virtual
15:00 - 18:00 GMT
The 8th International Workshop on OpenCL™, including SYCLcon 2020, has been rescheduled as a virtual event. Registrants can view recorded talks and join in on live webinars. The newest conference program is now available, including information on the Khronos panel discussion, an introduction to SYCL™, application development with SYCL, and more.
Click here to register.
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Khronos is Sponsoring XR Immersive Enterprise 2020
May 5-7, 2020
Virtual
Khronos is a sponsor of XR Immersive Enterprise. The event is purpose built to look at how virtual, augmented & mixed reality are transforming training, collaboration, design, manufacturing and marketing across industries.
Khronos members' exclusive discount code is 5107KHRON100. Click here to register.
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Khronos Presenting at AWE
May 26-29, 2020
Virtual
Khronos will be presenting at this year's AWE! Hear from those solving major technical challenges, bringing AR/VR into new sectors, considering ethical and legal issues, promoting diversity, and working on the cutting edge of AR/VR development. AWE is a virtual event.
Discover what Khronos will be presenting and get your discount code here!
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RECENT NEWS
Video: How oneAPI is Revolutionizing Programming
SYCL™ Chair, Michael Wong weighs in on the potential of oneAPI, the new, unified software programming model for CPU, GPU, AI, and FPGA accelerators. Read more....
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Basemark GPU Expands Benchmarking to All Major OSs and APIs Including OpenGL 4.5, OpenGL ES 3.2 and Vulkan 1.0
Basemark launched a new version of its popular performance testing software called Basemark GPU. This new version enables for the first time direct and objective performance comparisons of vastly varied smartphones and computers. Read more...
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NVIDIA: Ray Tracing Essentials Part 4: The Ray Tracing Pipeline with Vulkan
Ray Tracing Essentials is a seven-part video series hosted by the editor of Ray Tracing Gems, NVIDIA’s Eric Haines. The aim of this program is to make developers aware of various terms and concepts used in the field, while also inspiring them with dramatic and beautiful uses of the technology. Read more...
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Turnip Vulkan Driver Lands Transform Feedback Support
The Turnip Mesa Vulkan driver for Qualcomm Adreno graphics processors can now handle transform feedback. Read more...
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Whitepaper – 3D in Global E-Commerce
DGG's white paper investigates the possibilities and current status of 3D experiences for E-Commerce, notably 3D web-apps, mobile Augmented Reality (AR) and Virtual Reality (VR) applications. Read more...
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Datakit adds writer for glTF files
The French publisher Datakit, specialist in data exchange tools between CAD systems, adds to its offer a writer for glTF (Graphics Library Transmission Format) files. Read more...
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AMDVLK 2020.Q1.3 Brings New Extensions, Performance Tuning
AMDVLK 2020.Q1.3 as their newest update to this official open-source Vulkan driver derived in part from shared sources with the AMD Vulkan Windows driver. Read more...
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NVIDIA Announces Nsight Graphics 2020.2
NVIDIA has added a number of features that dramatically expand the functionality of their tools when it comes to Vulkan, as well as making some great improvements to developer workflows for Microsoft Visual Studio users. Read more...
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In the works: OpenCL and OpenGL mapping layers to DirectX
Building on their previous work with the D3D12 Translation Layer library as well as the D3D11On12 and D3D9On12 mapping layers, Microsoft announced they are working on two new projects: OpenCL and OpenGL® mapping layers to D3D12. Read more...
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Introducing OpenCL and OpenGL on DirectX
For the last few months, Collabora has been working on two exciting new projects. Collabora is partnering with Microsoft DirectX engineers to build OpenCL and OpenGL mapping layers, in order to bring OpenCL 1.2 and OpenGL 3.3 support to all Windows and DirectX 12 enabled devices! Read more...
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Mozilla Posts WebGL Best Practices
WebGL™ is a complicated API, and it's often not obvious what the recommended ways to use it are. This page tackles recommendations across the spectrum of expertise, and not only highlights dos and don'ts, but also details why. Read more...
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Vulkan Mobile Best Practices - Management of Command Buffers and Multi-Threaded Recording
One way to take advantage of all the CPU cores available to us is to implement multi-threaded recording of draw calls. In tile-based renderers (found in most mobile GPUs), the best approach to split the draw calls is to record them in secondary command buffers. This way they can all be submitted to the same render pass and take advantage of tile-local memory. Read more...
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TurboSquid Officially Introduces 3D Asset Management Platform with glTF
TurboSquid has released the Kraken. Kraken Pro, that is. Kraken is the company’s brand for its management system built to handle tens of thousands of 3D models. Read more...
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How Augmented and Virtual Reality Will Change the Future of Retail
When people think of augmented and virtual reality (also known as AR/VR or, more commonly, XR when referred to together), video games that are futuristic and larger than life usually come to mind. But as a platform, XR actually has the potential to be more profound than just next-level entertainment; in fact, the burgeoning technology is rapidly disrupting many diverse industries. Read more...
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Portable Computing Language (PoCL) v1.5 released
Portable Computing Language (PocL) has released version 1.5 with added support for LLVM and Clang 10.0. Read more...
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NVIDIA Vulkan Raytracing Sample
The focus of this project and the provided code is to showcase a basic integration of ray tracing within an existing Vulkan sample, using the VK_KHR_ray_tracing extension. Read more...
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LunarG releases OpenXR overlay extension open source implementation
LunarG announces the release of an open source implementation of the experimental XR_EXTX_overlay extension, introduced in OpenXR 1.0.8. Read more...
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Amazon Sumerian supports exporting your scenes to glTF
Amazon Sumerian, the AWS service that makes it easy to create and run browser-based 3D, augmented reality (AR), and virtual reality (VR) applications, now supports exporting your Sumerian scenes to glTF. Read more...
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NVIDIA Provides OpenGL-accelerated Remote Desktop for GeForce
Game developers and content creators all over the world are working from home and asking us to help them use Windows Remote Desktop streaming with the tools they use. We've created a special tool for GeForce GPUs to accelerate Windows Remote Desktop streaming with GeForce drivers R440 or later. Read more...
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Video Series: glTF Model Authoring Pipeline
In this video series, AGI creates a glTF 3D model of a Cubesat from reference images, using Blender, VSCode, and other tools. A walk through the glTF model authoring and texturing process from scratch to a finished result, and AGI shows the result being used in STK and other apps that consume glTF models. Read more...
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Oculus Releases OpenXR Mobile SDK
The OpenXR Mobile SDK includes the resources necessary to use the OpenXR API for native development of VR apps for Oculus Quest. OpenXR offers an alternate development path that allows developers to create portable code that can be used on devices from multiple vendors. Read more...
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Vulkan Specification v1.2.137 Released
The Khronos Vulkan Working Group released Vulkan 1.2.137 with a rather large number of fixes and changes included. This update includes a set of public pull requests that significantly improves the specification loading time. Please view the change log for all the details. Read more...
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New Vulkan 1.2 SDKs Support Provisional Ray Tracing Extension
LunarG has released new Windows, Linux, and macOS SDKs for Vulkan header 1.2.135.0. The prior SDK supported Vulkan API revision 1.2.131. Please read on for the list of many new features in the SDK, including shader tool chain API libraries, the provisional ray tracing extension, and more. Read more...
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For the latest Khronos news, visit the news archives
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