
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:

The Open Geospatial Consortium (OGC) seeks public comment on version 1.1 of the 3D Tiles Community Standard, which is used for sharing, visualizing, fusing, and interacting with massive heterogenous 3D geospatial content across desktop, web, mobile – and now metaverse – applications. 3D Tiles v1.1 introduces new glTF extensions for fine-grained metadata storage and uses direct references to glTF content for closer integration with the glTF ecosystem. The candidate OGC Community Standard is identical to the Cesium release of version 1.1 of the 3D Tiles specification. Comments are due by September 23, 2022.

Check out the new LunarG Windows, Linux, and macOS SDKs for Vulkan header 1.3.224, including the NVIDIA Best Practices, a Vulkan Profiles tool to combine multiple profiles, and the Synchronization Validation inter-buffer-hazards feature (alpha).