The Khronos Group today announces the formation of an Exploratory Group to investigate the creation of standards and guidelines for the production and distribution of real-time 3D representations of products, so they can be experienced realistically and consistently across all platforms and devices, such as mobile, Web and Augmented Reality (AR) or Virtual Reality (VR) solutions. To gather industry input, the Exploratory Group is open to any company without cost or IP licensing obligations. If there is industry support, Khronos will form a Working Group to enable any interested company to join Khronos and participate under its proven multi-company governance process. Those interested in finding out more and joining the Exploratory Group are invited to visit the 3D Commerce Landing Page.
LunarG released new SDKs for Vulkan 22.214.171.124 that include the most recent extensions and a new Khronos Validation Layer. Much of the documentation for this SDK can be found in the Getting Started Guide, located in the Documentation directory of the SDK and on the Vulkan SDK Download site.
NVIDIA Tech Blog: Learn more about machine learning acceleration in Vulkan with cooperative matrices by NVIDIA experts. If the Cooperative Matrix Vulkan extension is interesting to you, you can try it out right now! It is shipping for Turing-based GPUs in NVIDIA driver versions 419.09 (Windows) and 418.31.03 (Linux). Links to all the relevant specifications are here.
This is a part 2 in a series exploring Granite‘s Vulkan backend. See part 1 for an introduction. Part 2 dives into code, and starts with the basics. The focus will be to discuss object lifetimes and how Granite deals with the Vulkan rule that you cannot delete objects which are in use by the GPU.
The focus of this NVIDIA tutorial and the provided code is to showcase a basic integration of ray tracing within an existing Vulkan sample, using the VK_NV_ray_tracing extension. Note that for educational purposes all the code is contained in a very small set of files. A real integration would require additional levels of abstraction.
If you weren’t able to attend GDC this year to catch the AMD Advanced Graphics Techniques Tutorial Day and the AMD Sponsored Sessions in person, or you did but still wanted to grab the presentation content for your archives, AMD thought it’d be a good idea to put together a list for both, like they did last year. Check out the lists for session and speaker names, and direct download links with file types and sizes.