Khronos Developer Blog
Neil Trevett to present on “VR Adoption: Standards for Content Development” at VR Connects San FranciscoNeil Trevett, president of the Khronos Group, will join other virtual reality industry leaders when he presents at the VR Connects San Francisco global conference happening June 27-28.
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.
The LunarG Vulkan software development kit (SDK) provides the development and runtime components required to build, run, and debug Vulkan applications. Developers can download the LunarG Vulkan SDK from the LunarXchange website. This blog post will discuss security as it relates to the Vulkan Runtime and Loader on Windows OS.
Five years ago The International Workshop on OpenCL (IWOCL – "eye-wok-ul") started as a small OpenCL-focused conference. In 2017 it has grown to three full days filled with tutorials, talks, posters and many technical discussions. You’ll hear attendees (and yourself) saying, "I did not know this was going on and I should have known it before." It is a great place to learn the latest on OpenCL. IWOCL is May 16-18, 2017 in Toronto, Canada. This year’s conference program is on the IWOCL web page and includes four tutorials, 19 technical sessions, and a Khronos panel discussion. Below is a compact overview of the technical sessions, posters, and tutorials to give you the highlights in under three minutes.
New things are always in the pipeline for Khronos, and we want to share the news. We’re rejuvenating the Khronos Blog, with regular blog posts about what we’re doing, what’s happening in our community, and insight from our members. We will have more regular postings from our members and working group chairs, and we’re also opening a call for guest posts from anyone who would like to contribute to the conversation! We want to hear from you; what you see as important in the industry, developments, trends, tips, and new practices from your perspective.
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.
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.