The OpenCL 3.0 specification and SDK for heterogeneous parallel computation are regularly updated with bug fixes, improved documentation, and functional enhancements. The OpenCL 3.0.12 maintenance release on 15 September 2022, included significant new functionality including command buffer enhancements, system layer support, and maintenance updates.
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GPU-accelerated processing is vital to many automotive and embedded systems. Safety-critical and real-time applications have different requirements and deployment priorities than consumer applications, but they often are developed using GPU APIs that have been primarily designed for use in games.
Vulkan SC (Safety Critical) is a newly released open standard to streamline the use of GPUs in markets where functional safety and hitch-free performance are essential.
NVIDIA helped lead the creation of the Vulkan SC 1.0 API and is now shipping production drivers on its NVIDIA DRIVE and NVIDIA Jetson platforms.
OTOY and UX3D have unveiled a new partnership integrating the UX3D glTF Scene Toolkit into the OTOY marketplace, bringing 100% native glTF support to the OTOY ecosystem.
Masterpiece Studio is on a mission to empower 1 Billion 3D creators. Since 2015, we’ve been focused on developing the most intuitive and powerful 3D content creation platform, using virtual reality and machine learning to remove complex technical barriers. Masterpiece Studio’s immersive software allows users to easily create high-fidelity 3D models, from concept to animation, making it possible for anyone to adapt their 2D skills into 3D and build our digital world.
The Vulkan Working Group has released the VK_EXT_mesh_shader extension that brings cross-vendor mesh shading to Vulkan and improves functional compatibility with DirectX 12. The new mesh shading pipeline with the task and mesh shading stages provides an alternative to the traditional vertex, tessellation, or geometry shader stages that feed into rasterization.
Mesh shaders provide greater flexibility to developers and enable a two-stage approach for efficient culling, level-of-detail management, and procedural generation of geometry. Compared to the traditional pipeline, mesh shaders enable easy access to the topology of generated primitives and developers are free to repurpose shader threads to perform both vertex shading and primitive shading workloads. Khronos will provide a mesh shader open-source sample to support and showcase the new VK_EXT_mesh_shader extension, and an updated shaderc library in the Vulkan SDK is coming soon.
For those that wish to try out the new mesh shader on their own GPU; NVIDIA is shipping the new extension in their beta Vulkan drivers today, and experimental support in the open source RADV and ANV drivers are now available.
For additional information developers are invited to: