FMX 2016: Vulkan for graphics and compute

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April 29, 2016
Raum Reutlingen, Stuttgart, Germany

A 30-minutes time slot to talk about Vulkan, as an API that connects across scales. The session is about various hacks in code (code is art), and art. We start with 8-bit computers, talk about graphics, art installations, shaders and using shaders to paint the world in VR, and finish off with largest visualisation systems, and how we do graphics and compute using massive systems.

How is Ninja Hack Art shaping our Visual Future? Join this sessions and others to find out! Be inspired and connect with others, share your story.


Time: 10:00 - 10:45
Title: Visualisation matters: from small to massive scale
Speaker: Tomasz Bednarz (QUT, CSIRO & Khronos Group, Australia)

This presentation will be about SMALL SCALE: art + science, hacking Arduino for creating art installations, and showing off how to make a blowing sensor and interactive visualisation. MEDIUM SCALE: using VR for protecting Jaguars in Amazon in Peru, and show live demo. MASSIVE SCALE: I will also talk about one of the largest interactive walls in the world "QUT Cube" and how it is operated. ACROSS SCALES: Vulkan for graphics and compute.

Interactive mirroring: Being and Thing became Space

We will describe our interactive art installation that conceptualizes reflective behaviour on ourselves through a virtual mirror. Spectator(s) reflect and manipulate themselves on the projected physical model of a balloon, in this case a bunny or sack shaped 3D meshes acting as a mirror. During development of this project, we investigated two key modes of interaction, which are through human breath and through hand actions: grabbing, pulling, and releasing. Hand movements are also used to create a force fields that drives balloon movements. Our Virtual Reality system, connects physical simulations, interactions with abstract artistic expression. It equally inspires artists and scientists. We will showcase a portable version of this interactive art installation.

VR to save jaguars in the jungle

Immersive environments and particularly virtual and augmented realities are providing exciting new ways of seeing our world. The challenge though is, how to use such environments to solve more large scale problems, and make this world a better place. Here at the QUT, the ARC Excellence Centre for Statistical and Mathematical Frontiers, we combine visual and statistical capabilities to make that change. Few months ago, we sent our scientists to Amazon in Peru, to capture data using various hacked stereo cameras, 360-degree cameras, and 360-degree sound systems. Having such recordings, we can then bring the forest to the experts, and elicit information to gain insight into the problem of interest. We consider this in the context of statistical modelling, whereby elicited information is formulated as a prior and merged with available data, and we ask the question: how much better do we do by bridging the gap between these new visualisation and statistical capabilities?

Vulkan for graphics and compute

Vulkan is a new generation graphics and compute API that provides high-efficiency, cross-platform access to modern GPUs used in a wide variety of devices from PCs and consoles to mobile phones and embedded platforms. Khronos launched the Vulkan 1.0 specification on February 16th, 2016 and Khronos members released Vulkan drivers and SDKs on the same day. Vulkan hacks will allow you to speed up your graphics and compute, in a new way.

Tomasz Bednarz

Tomasz Bednarz, Professor, QUT, CSIRO & Khronos Group, Australia,
A/Professor Tomasz Bednarz currently works as a Principal Research Fellow at the QUT, Science and Engineering Faculty, the ARC Centre of Excellence for Mathematical & Statistical Frontiers and the Institute for Future Environments. He also holds adjunct positions at the University of Sydney (Design Lab), University of South Australia (School of Information Technology and Mathematical Sciences), and the CSIRO. Earlier he worked as Research Team Leader, Computational Research Scientist and Projects Leader at CSIRO’s Digital Productivity Flagship. He joined CSIRO in early 2009, and worked as 3-D Visualisation Software Engineer, on immersive and tele-operating technology projects. In early 2011, he moved to Sydney to carry out works on image analysis using GPGPUs and heterogenous architectures, and led NeCTAR funded Cloud-based image analysis and processing toolbox project ( - that project received merit Queensland's iAward 2015. He also led project Platform for Big Data Analytics and Visual Analytics, connecting data analytics, statistical modelling, image analytics, machine learning, visualisation into one stack of reusable solutions running on the CSIRO infrastructure. His broad range of expertise spanning from image analysis, through numerical simulations and experiments with fluids, visualisation, computer graphics, demoscene to human-computer interactions is evidenced by the quality and number of publications ( He runs Brisbane GPU Meet-up group, is active in the ACM SIGGRAPH International Resources Committee, chairs IEEE Computer Society Queensland Chapter, chairs Brisbane ACM SIGGRAPH Chapter and leads the Brisbane Khronos Group chapter. He actively promotes use of computational and visualisation techniques for science and research, and art + science methodology. Latest event #VisMatters2016.

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