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


The Khronos™ Group is about to release a new standard method of moving trained neural networks among frameworks, and between frameworks and inference engines. The new standard is the Neural Network Exchange Format (NNEF™); it has been in design for over a year and will be available to the public by the end of 2017.

Bringing 25 graphics standards to various industries is a collaborative effort, run worldwide across Khronos’ over 100 member companies. We come together three times each year for face-to-face meetings, which present the rare opportunity for all of our active members, Working Groups, and personnel to discuss the goals for the upcoming year to drive our standards forward. These events also present the opportunity to give Khronie Awards to those whose contributions made significant impact to Khronos, our standards, and our mission.

After announcing the OpenXR working group this year at GDC, Khronos members are working hard to bring the standard to life, while also educating the industry on the importance of this upcoming technology. This week, VRDC brings together creators and key influencers in the virtual and augmented reality industries for the latest technology demos and discussions on best practices. During the show in San Francisco, some of our members will join a panel to discuss OpenXR and fragmentation in the AR/VR/MR industry.

Khronos is responsible for bringing more than Vulkan, OpenGL, and WebGL to the world. The Khronos Group and its members have created over 25 standards to date, a list that continually grows as needs for new standards arise from growing industries.

Recently I asked the community for beginner-friendly resources on Vulkan, and I compiled a list of them that you can find below. For the beginners reading this, Vulkan is a new graphics API-- in other words, a way to communicate with your GPU and make it do things. It's managed by the Khronos Group, which means it's under multi-company governance - being managed by the industry for the industry. Anyone who wants to do work on GPUs (not restricted to graphics programmers!) should at least have a high level knowledge of what it is.

Following the successful release of glTF 2.0, Khronos’ 3D asset transmission format continues to gain strong industry momentum, including support from Microsoft and Google. Today, Khronos has revealed that Google has released a new draft extension to use Draco geometry compression to make glTF files significantly more compact, that the Blender Exporter for glTF 2.0 is now complete and in beta, as well as Microsoft continuing to use glTF 2.0 to bring 3D capabilities to Paint 3D and Microsoft office. So – what is glTF? And why is it gaining so much adoption throughout the industry?

To expand the number of platforms that Vulkan can support, Khronos has formed a Vulkan Portability Technical Subgroup within its Vulkan Working Group. This subgroup is tasked with developing specifications, open-source library code and tools, together with conformance tests to define and support the set of Vulkan capabilities that can be made universally available across all major platforms, including those not currently served by Vulkan.

Adobe announced on July 25, 2017 that it will “end-of-life” Flash Player in 2020 and named WebGL— a widely-deployed, royalty-free web API standard for 2D and 3D graphics—as a successor to enable the next phase of rich interactive applications in your browser.

On May 16, OpenCL 2.2 was released by Khronos Group. The most important part of the new OpenCL version is support for OpenCL C++ kernel language, which is defined as a static subset of the C++14 standard. OpenCL C++ introduces long-awaited features such as classes, templates, lambda expressions, function and operator overloads, and several other constructs which increase parallel programming productivity through generic programming.

In March, we hosted a webinar that gave viewers a deep-dive presentation on the Vulkan Loader, presented by Mark Young and Lenny Komow from LunarG. They discussed different aspects of the loader, including its overall design, and features including dispatchable objects, instance versus device objects and commands, trampolines and terminators, extension handling, and much more. To get all the details, view the webinar here, or check out our five k

Khronos hosted a WebGL 2.0 webinar on April 11, 2017. We covered the new features in WebGL 2.0, and even saw a few demos. WebGL 1.0 was released in 2011, introducing plugin-free 3D rendering to the Web for the first time. Since then it’s been widely used for all kinds of web-based 3D applications both on the desktop and iOS and Android phones — especially for web gaming. WebGL is integrated into all the major browsers, including Chrome, Microsoft Internet Explorer and Edge, Safari, and Firefox. “WebGL just works for everyone.” WebGL is available on 92 percent of browsers globally, and 96 percent of browsers in the U.S. - enabling truly write once, run everywhere 3D applications.