OpenVINO is a comprehensive toolkit for developing applications and solutions that emulate human vision. Based on Convolutional Neural Networks (CNNs), the toolkit extends CV workloads across Intel hardware, maximizing performance. OpenVINO enables CNN-based deep learning inference on the edge; supports heterogeneous execution across computer vision accelerators—CPU, GPU, Intel Movidius Neural Compute Stick, and FPGA—using a common API; and includes optimized calls for OpenCV and OpenVX.
Khronos has released a provisional Vulkan Memory Model Specification that includes extensions for Vulkan, SPIR-V, and GLSL and gives Vulkan developers additional control over how their shaders synchronize access to should cooperate safely over memory operations in a parallel execution environment. In tandem with the extension specification, Khronos has released memory model extension conformance tests to enable implementers to do early tests on their shader compilers to ensure that the specified memory synchronization is implemented correctly. The memory model will have an Alloy description of the extension functionality to enable formal modeling and experimentation.
Forsaken Remastered was just updated with Vulkan support! If you're on Linux, you're probably hitting 60fps with the existing OpenGL renderer, but it's good to be future proof. If you're on a Mac, though, you definitely want to switch. On my MacBook, the framerate goes from around 15 to a solid 60! On macOS, Vulkan support is supplied by MoltenVK, which we now ship with the game. It should work on any Mac that supports Apple's Metal API, which MoltenVK uses to make Vulkan work. You can change from OpenGL to Vulkan in-game in the "Video" options menu.
European Union-funded researchers have today released a tool suite which enables developers to deliver longer battery life in mobile devices, while ensuring high quality and performance. The LPGPU2 tool-suite helps programmers develop power-efficient code for GPUs by identifying bottlenecks relating to performance (for example in terms of frames-per-second) and power (for example in terms of energy per instruction). The LPGPU2 tool suite has benefited from the expertise of a range of academic and industrial partners including Khronos members Samsung, who designed and implemented the data collection frameworks and feedback engine; Think Silicon validated it on their four-core NEMA GPU system and Codeplay extended AMD’s CodeXL tool, allowing programmers to profile their SYCL applications. Download the tool suite from the GitHub repository.
Nikkei Electronics Magazine interviewed Neil Trevett, president of The Khronos Group about recent Khronos API highlights, including OpenXR. During the interview, Neil mentioned that we have received many supporters to OpenXR from broad industry and VR/AR community.
AMD released Vulkan Memory Allocator 1.0 (VMA) back in July last year, but haven't posted much since. Version 2.0 of the library was released back in March 2018 and now version 2.1 has been released. This post gives an overview of the changes and version 2.1 is all about.