Stack overflow is now offering a good selection of Khronos technology tags to help developers find relevant information more quickly. These are the tags we've found so far: Vulkan, OpenGL, OpenCL, OpenGL ES, WebGL, WebCL, glTF, COLLADA, OpenMAX, EGL, OpenSL ES, SPIR, OpenVX, OpenVG. If you see any we've missed, please let us know. Read More
Magic Bullet Suite delivers for the first time ever, real-time color correction thanks to OpenCL support in Adobe Premiere Pro CC, extending the toolset for users of the industry’s leading NLE. Read More
Phoronix benchmarking offers an initial look at the OpenGL / OpenCL / Vulkan Linux performance plus some thermal numbers for the GTX 1050 Mini. A follow-up article will include power consumption / performance-per-Watt metrics of the GTX 1050 / GTX 950 / GTX 750 / GTX 650 for a fun comparison of Pascal, Maxwell, and Kepler of these low/mid-range cards. Read More
The second Release Candidate (RC) milestone of the upcoming Mesa 3D 13.0.0 Graphics Library has been announced. Changes implemented in Mesa 13.0.0 RC2 include the move of the BlendBarrier and PrimitiveBoundingBox definitions into the ES3.2 category for GLAPI, export of all GLES (OpenGL ES) 3.2 functions in the libGLESv2.so library, and the set of the VISIBILITY_CFLAGS argument for shared GLAPI to the automake file the MAPI generic OpenVG dispatcher. Read More
Learn about how OpenCL is relevant to machine learning at our demo booth. Also learn about what Khronos is doing with machine learning and OpenVX and Khronos' new Neural Network Exchange Format (NNEF) working group. Read More
Intrinsic is an Open Source, Vulkan based, cross-platform graphics and game engine. The project is currently in an early stage of development, and according to it's author, is developing rapidly. There is a website and the project itself is hosted on Github. Read More
Vulkan API supports multithreading, which is particularly important for mobile platforms. Multithreading enables the system to balance the workload across multiple CPUs, allowing for lower voltage and frequency. The results give considerable energy savings compared to OpenGL ES API. In this video from ARM, you can see just how big a difference there is between OpenGL ES and Vulkan.
This webinar examines both the graphical and video content needed to drive the adoption of VR. The widespread uptake of VR will depend on the creation of compelling use cases for the consumer. We will focus on two main use cases today, immersive 360 degree video content creation and display, and high quality gaming.
What will you learn?
• How to create compelling 3D GFX content for VR applications
• Khronos APIs and extensions for VR graphics
• 360° video creation – encoding, stitching and playback
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