Khronos Developer 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, .(JavaScript must be enabled to view this email address).

Vulkan Multi-GPU Support - Not Just for Windows 10

At GDC 2017, in San Francisco during February, Khronos™ released several new Vulkan® extensions for cross-platform Virtual Reality rendering and multiple GPU access. This functionality has been initially released as KHX extensions to enable feedback from the developer community before being incorporated into final specifications. One key question that we have been asked since GDC is whether the Vulkan multi-GPU functionality is specifically tied to ship only on Windows 10.

Date: March 21st, 2017
By: Vulkan Working Group
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Good Things are coming to VR & Mobile Graphics from the Khronos Group

New for us this year, we participated in VRDC, which was an engaging event that put us in front of a lot of partners and potential new members and gave our members a chance to network as well. We also had over 1,000 attendees at our 3D Graphics Developer Day with people returning to attend sessions such as “Vulkan Game Development on Mobile,” “VR Innovation – Standards for API development,” and “When Vulkan was One: Looking Back, Looking Ahead.” Lastly, our booth at GDC was wildly busy, with talks around the clock. In case you missed any of our GDC talks, videos, presentations, and photos are available on our website.

Date: March 21st, 2017
By: Neil Trevett, President of The Khronos Group and VP NVIDIA
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Call for feedback on glTF 2.0

It’s been just over a year since the glTF™ 1.0 specification shipped, and this open standard format for real-time delivery of 3D assets has already been widely adopted by the industry. Now Khronos is finalizing glTF 2.0. Here we discuss the path that has lead us to glTF 2.0, what the new specification contains, and how your company can get involved to provide your feedback and take full advantage of this major glTF upgrade.

Date: February 27th, 2017
By: Neil Trevett, NVIDIA and glTF Chair
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The OpenXR Working Group is Here!

We are pleased to announce the Khronos VR Initiative has decided on the name of the upcoming open standard for virtual reality and augmented reality: OpenXR™! Comprised of a who's-who of industry leaders, the OpenXR working group is creating an open and royalty-free standard for VR and AR applications and devices. OpenXR will encourage innovation while accelerating market growth and user adoption.

Date: February 27th, 2017
By: Nick Whiting - Epic and OpenXR Working Group Chair
Yuval Boger - Sensics and OpenXR Working Group Member
Wolfgang Engel - Starbreeze and OpenXR Working Group Member
Neil Trevett - NVIDIA and Khronos President
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WebGL 2.0 Arrives

WebGL 2.0 is a long-awaited feature upgrade which delivers the OpenGL ES 3.0 feature set, bringing the browser’s graphical capabilities closer to the state of the art. WebGL 2.0 is shipping now in the Firefox and Chrome browsers, and all WebGL implementers have declared intent to support it.

Date: February 27th, 2017
By: Zhenyao Mo, Google Inc., and the WebGL Working Group
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openCOLLADA Maya exporter now with NVIDIA PhysX support

COLLADA has had support for embedding physics information into a document for a long time but it has never been easy to take advantage of. Adding NVIDIA PhysX Maya plugin and openCOLLADA plugin together makes physics export much more practical.

Date: January 6th, 2017
By: By Jérome Jacob and Rémi Arnaud – Starbreeze Studios
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glTF Ecosystem Takeoff!

Photos have JPEGs, music has MP3s, and movies have MP4 – well now 3D has glTF! glTF – it stands for OpenGL transmission format - is a Khronos-created, royalty-free specification for the efficient transmission and loading of 3D scenes and models by 3D applications.

Date: March 15th, 2016
By: Patrick Cozzi
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