Game development, Graphics, and Augmented/Virtual Reality — Khronos standards will be all over GDC 2019. Attend our full day of sessions at our Develop Day. Check out our WebGL/WebVR Meetup. Visit our members’ booths at the GDC expo. Attend one of the many individual courses and sessions held throughout the conference by Khronos members, implementers, and users.
|VRDC Table||Mon-Tues, Mar 18-19
8am - 6:30pm
|Moscone, South Hall, Outside room 202
GDC Expo pass required
|Khronos Developer Day Sessions||Tuesday, Mar 19
10am - 6:30pm
|Moscone West, Room 2020
GDC Expo pass required
|WebGL/WebVR Meetup||Friday, Mar 22
|Galvanize, 44 Tehama Street, San Francisco, CA, 94105 (MAP)
No GDC Expo pass required
Location: Moscone West, Room 2020
WebGL has become a ubiquitous mechanism for displaying interactive, high-performance graphical content on the World Wide Web. glTF 2.0, which includes Physically Based Rendering (PBR) materials, has become the runtime format of choice for transmitting high-performance 3D models.
This session will present the current state of both the WebGL API and glTF file format. The latest features of both will be demonstrated, as well as how each is being used in the wild. The glTF roadmap will be covered including next-generation materials and compressed texture transmission (CTTF).
OpenXR is the cross-platform standard for the VR and AR ecosystem, which helps applications run on a multitude of platforms, and allows hardware manufacturers to gain access to a broader range of pre-existing content. We gave the first technical deep dive into the specification here last year, and we'd like to update how things have progressed since then with additional technical details, and an updated roadmap.
Over the past three years Vulkan has become the world's leading cross-platform, low-overhead graphics and compute API. In this session, we'll check in on the state of the Vulkan universe and review the latest developments in the standard and the ecosystem. We'll look at advances in tools and platform support, including Vulkan on iOS, and new features such as bindless resources, pointers, and eight- and sixteen-bit arithmetic. We'll take a deep dive into LunarG's GPU Assisted Validation, which is now available to application developers, demonstrating its value and how to use it. Finally, we'll talk about where Vulkan is going and how the Vulkan Working Group is responding to the needs of a growing, diverse, and often highly opinionated user community.
Join us in this session to learn about the improvements in Vulkan in 2018 around memory. We’re going to discuss the new memory model and new memory management extensions. On top of that, we’re going to talk about inline constants and 8-bit storage. Finally, we’re going to wrap up with a short update of VMA, a very popular library for memory management supporting any conformant Vulkan implementation.
The talk will be about how our HLSL shader compiling stack evolved overtime and how we handled descriptor and pipeline layouts along the way. It will explore each major iteration of our shader compiler stack and the reasoning why it made sense at the time. We had 3 major revamps of our shader compiler stack and our pipline layout handling. We went from HLSL2GLSL at the start, moving over to HLSLcc (James Jones original and Unity overhauled) and finally arriving at spiregg (which is still in the works, is likely finished before GDC 2019). Descriptor and pipeline layout went from a sparse layout, matching the DX11 registers, over to a fixed layout for all graphics pipelines to finally an compacted per shader layout. Our handling of atomic counters, to support HLSL's structured buffers with attached counters, and its planed revamp, will also bedescribed (basically throwing some ideas around at the end).
This session will provide a behind-the-scenes look at how Epic Games brought the full PC and console game experience of the global phenomenon that is Fortnite Battle Royale to Android devices using Vulkan and OpenGL ES. The session will cover the challenges faced, optimization strategies, performance and memory trade offs, content changes and implementation details Epic used to get the most out of the mobile graphics APIs as implemented in modern Android mobile devices. In particular it will discuss the results of the close collaboration made with Samsung in developing and optimizing Fortnite's Vulkan render interface implementation for multiple mobile SoCs.
Come join us to hear Jean-Noe talk about his experience developing with Vulkan! From shader compilers to pipeline caches, Jean-Noe will share thoughts and perspectives on working with ecosystem tools and the Vulkan API. Contrasting Vulkan with DX12 will highlight practical concerns when porting projects to Vulkan.
Location: Moscone, South Hall, Outside room 202
Time: 8:00am to 6:30pm
Learn more about OpenXR: Khronos’ standard for AR/VR. Talk with OpenXR working group members, and learn how your company can implement or join in the development of this important industry standard.
Location: Galvanize, 44 Tehama Street, San Francisco, CA, 94105
Time: 6:00pm - 9:00pm
The Khronos Group is sponsoring this WebGL/WebVR Meetup. Last year we had over 200 RSVPs and an amazing lineup of speakers. Join Khronos member Patrick Cozzi (Cesium) and other speakers for this gathering of the Silicon Valley WebGL/WebVR meetup.
Registration and Livestream links coming soon!
Most of the biggest players in 3D Graphics and Gaming are Khronos members, and many of them are having sessions at GDC that are about or pertain to Khronos technologies. Here are some sessions you may be interested in.
|March, TBD||Ray Tracing in Vulkan (Presented by NVIDIA)||NVIDIA Corporation - Vulkan|
|March, TBD||Advanced Graphics Techniques Tutorial: "Surfing the Wave(front)s with Radeon GPU Profiler" & "Debugging and Profiling DXR & Vulkan Ray Tracing"||AMD, NVIDIA - Vulkan|
|March, TBD||Serious Profiling with Intel® Graphics Performance Analyzers (Presented by Intel)||Intel - Vulkan|
|March, TBD||Getting The Most From Your Vulkan Applications with NVIDIA Nsight Graphics||NVIDIA - Vulkan|
|March, TBD||Advanced Graphics Techniques Tutorial: Breaking Down Barriers: An Introduction to GPU Synchronization||Ready at Dawn - Vulkan|
|March, TBD||AMD GPU Performance Revealed||AMD - OpenCL, Vulkan|
|March, TBD||All-in-One Guide to Vulkan on Mobile||Arm - Vulkan|
|March, TBD||Enabling Real-Time Light Baking Workflows in Saber Engine with AMD RadeonRays Library||AMD - OpenCL, Vulkan|
You can find a complete list of GDC Exhibitors here.
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