Khronos News

The Khronos recently announced SYCL 1.2.1. The SYCL 1.2.1 specification has improved on the existing 1.2 standard by introducing new features which allow for better integration with existing machine learning and OpenCL-based frameworks such as TensorFlow as well as various improvements based on user feedback. This is an exciting piece of news for Codeplay is it enables them to work towards full compliance of SYCL 1.2.1 for ComputeCpp, and their v0.5 release which is now available to download. Read more about how Codeplay is using SYCL 1.2.1 with ComputeCpp v.0.5.0.

KDAB Introduction to Modern OpenGL - March 20-22, 2018This three-day training provides a comprehensive introduction to modern OpenGL development. The course begins with basic concepts and includes all the fundamental topics needed to develop flexible, high performance OpenGL code that can run on the desktop and embedded / mobile devices. Key techniques including lighting, texturing, framebuffer objects and transformations are introduced, in a format suitable for any developer working in C or C++. For more information including how to register, or to discuss other OpenGL and related trainings offered by KDAB, please get in touch via the web page.

Neil Trevett, President of The Khronos™ Group will be talking at two upcoming shows in California this month. The first is The 8th Intelligent System Summit & TEEC Cup Startup Contest on January 14th. Neil will be giving a keynote on 'Khronos International Standards in China'. The second is the Khronos Embedded Industry Outreach Event in Taipei. The third event is the 2017 Casual Connect in Anaheim California. Here Neil will be talking about 'Open Standards for Cross-Platform Gaming, Virtual & Augmented Reality'. Be sure to check out the complete list of upcoming events discussing Khronos Standards.

Recently Khronos posted a guest blog 'Art Pipeline for glTF' by Patrick Ryan from Microsoft. This covered getting started with authoring content to glTF. A little more in-depth is a post by Don McCurdy on 'Creating animated glTF Characters with Mixamo and Blender'. The post walks the reader through their workflow using Blender, Mixamo to rig, animate, and export a character to glTF.


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