Khronos Blog

Announcements, articles, and blurbs from Khronos and Khronos members about Khronos tech, conformant products, and more. If you are a interested in submitting a blog post, please check out our Blog Guidlines.


Over the last few years, providing the functionality of one graphics API by layering over another API has become increasingly popular. This post explores the value of layered implementations to the graphics community and provides details on a significant announcement from Khronos’ ongoing Vulkan® Portability™ initiative—the release of the provisional version of the Vulkan Portability extension with multiple shipping implemen

Correct synchronization is needed to ensure correct results from Vulkan operations (whether graphical or computational). Modern graphics hardware is both parallel and pipelined, with various operations happening simultaneously for performance reasons. Vulkan has a limited number of ordering guarantees but, for most operations, it is the application's responsibility to inform the implementation when ordering is required between operations. The ne

The Khronos ANARI™ (Analytic Rendering Interface) working group is defining an open, royalty-free API standard for cross-vendor access to state-of-the-art rendering engines. ANARI will enable experts in domains such as scientific visualization to leverage the latest rendering techniques without needing to use low-level rendering APIs. Graphics vendors will use the ANARI API to enable visualization engines, libraries, and applications with p

Over the past decade, the use of accelerator architectures and, in particular, GPUs, in high performance computing (HPC) has skyrocketed. Of the Top 500 list of supercomputers from June 2010, only three systems out of the top 50 used accelerator architectures. In the June 2020 list, the number has increased to 27. In addition to the largest supercomputers in the world embracing the performance and efficiency advantages of accelerators for many da

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Adaptive Scalable Texture Compression (ASTC) is an advanced lossy texture compression format, developed by Arm and AMD and released as royalty-free open standard by the Khronos Group. It supports a wide range of 2D and 3D color formats with a flexible choice of bitrates, enabling content creators to compress almost any texture asset, using a level of compression appropriate to their quality and performance requirements. ASTC is increasingly becom

In this guest blog, Norbert Nopper, Managing Director at UX3D, discusses editing glTF models and introduces a new visual glTF editor, Gestaltor. Norbert discusses how to directly edit glTF models and when that may lead to higher productivity when creating 3D models. Starting with a brief introduction to glTF and common workflows and discussing the possibilities and challenges involved in directly editing glTF asset files. Wrapping up with examples of how direct glTF editing may save you time production pipeline.

The 3D virtual representation of products is becoming pervasive in online retail across desktops, browsers, mobile phones and AR/VR devices. The Khronos® 3D Commerce™ Working Group is working to build industry consensus around guidelines, standards and certification programs to streamline 3D content creation, management and deployment for Ecommerce, including online ads and search results. The Working Group has the support of over 80 industry-leading retailers, technology vendors and manufacturers.

OpenXR is the Khronos Group’s royalty-free, open standard for high-performance access to Augmented Reality (AR) and Virtual Reality (VR)—collectively known as XR—platforms and devices. In a significant step in OpenXR’s rollout across the industry, the Working Group has released its Conformance Test Suite, published the tests as Apache 2.0-licensed open source software on GitHub, and launched the OpenXR 1.0 Adopters Program so that implementations can be officially conformant for the first time.

Arm has released a new comprehensive ASTC Guide to help developers who wish to use ASTC technology to compress textures for 3D games and applications. The new guide contains a detailed ASTC algorithm overview, explains ASTC benefits, provides developers advice for achieving best compression results, and contains information on popular encoding tools -- as well as usage with game engines.

A big part of why we built glTF™ is to make it easy to serve 3D models to websites across the Internet. What better way to demonstrate this than to hook in to other web standards? I work on the Chrome XR team and we are proud to announce the addition of support for Augmented Reality (AR) to the WebXR API in Chrome 81, which has now rolled out to the world. However, using WebXR still requires using WebGL™, which is a low-level API. The o

With an increasing number of OpenCL run-times supporting ingestion of SPIR-V, OpenCL developers may wish to use offline compilation to precompile SPIR-V kernels that can be used portably across multiple OpenCL implementations. Consistently using the same front-end compiler can enhance cross-vendor deployment consistency, while reducing overall compile times and eliminating the need to ship OpenCL C source code. Kernel development may also be more

ASTC (Adaptable Scalable Texture Compression) is an exceptionally efficient compression technology, which allows encoding of a wide variety of texture formats at bit-rates of 8 bits per pixel to below 1 bit per pixel. ASTC was contributed by Arm, developed under the cooperative process at Khronos® and is royalty-free when used with Khronos’ OpenGL® ES and Vulkan® APIs. ASTC enables the size of textures used in 3D games and applications to be significantly reduced while being downloaded and stored – saving memory size, access bandwidth and reducing overall application size while retaining high image quality. These benefits are especially valuable on mobile platforms leading to ASTC becoming the most widely used texture compression format for Vulkan and OpenGL ES applications on Android.

My name is Michael Wong, and in this blog I will talk about SYCL™, the Khronos® Group’s open standard for programming heterogeneous processors in “single-source” standard C++ and the SYCL working group’s activities. I have had the pleasure of chairing SYCL for the last four years, taking over from Codeplay’s Andrew Richards, shepherding a group of insanely talented people from many companies who are driving forward the technology of heterogeneous, modern C++. In this blog, I’ll tell you about my experience at SC19 with SYCL and Intel’s oneAPI that implements the SYCL standard. In future blogs, I would like to tell you more about SYCL features and future directions.
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