The AMD Radeon RX 590 graphics card is built upon 12nm process technology and the advanced AMD “Polaris” architecture, including 4th Gen GCN graphics cores, display engine and multimedia cores to enable exceptional performance in low-level APIs like DirectX 125 and Vulkan. It also provides stunning HD gaming experience running at up to 60 FPS or higher in the most popular AAA games, and up to 100 FPS in some of the most popular eSports titles.
Nallatech and BittWare have announced their FPGA products supporting OpenCL-based tool flows for Xilinx and Intel will be marketed under the BittWare brand, part of Molex. Customers will be able to program applications using traditional HDL or higher abstraction C, C++ and OpenCL-based tool flows. Read the full press release. Nallatech also announced it will deliver its family of OpenCL-compatible accelerator cards featuring Altera Stratix V FPGAs to the High Performance Computing (HPC) market. More on this here.
Shader Conductor is one of several open-source projects for going from one shading language to another. With Microsoft's Shader Conductor the focus is on converting HLSL to GLSL or SPIR-V (OpenGL/Vulkan), ESSL (OpenGL ES), MSL (Apple Metal), and older HLSL shader models. Shader Conductor can handle all shader stages, including geometry and compute shaders. Learn more about this new Open Source project from Microsoft.
In Adobe Dimension 2.0, a new feature has been introduced that lets users export their 3D scenes to be viewed in a web browser by anyone with a link. This is achieved using glTF. "Behind the Scenes with Adobe Dimension Engineers: How We Built the 3D Publish Feature" covers in detail some of the hurdles Adobe engineers had to get over. From Lighting, Transparency and Cameras to the web viewer, learn what was involved in bringing glTF to Adobe Dimension 2.0.
Planning on attending SC'18 in Dallas this week? Be sure to attend the BOF by Michael Wong of CodePlay on Tuesday at 5:15pm. He will be discussising C++ frameworks for parallel programming, including SYCL. More details on his talk are on the Khronos event page.
Magic Leap has made the session on Seedling from Insomniac Games available to the public. Featuring Joel Bartley, lead gameplay programmer for Insomniac Games, and Michael Liebenow, lead software engineer for Magic Leap, the session examines how to integrate a 3D engine into an app using the Vulkan API. "We support two low-level rendering APIs, both Vulkan and OpenGL, but we feel that Vulkan provides more opportunities for optimization, which is especially important when you're trying to get all the performance you can out of a mobile system, and that is one of the main reasons why we recommend Vulkan for your development," said Liebenow during the session.