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FOSDEM is a free event for software developers to meet, share ideas and collaborate. Every year, thousands of developers of free and open source software from all over the world gather at the event in Brussels.
In this talk, Christoph will give an overview of the feature set of the OpenXR API and the practical side of creating VR applications and games with OpenXR. We will look at low level code using the OpenXR API directly as well as an OpenXR plugin for the godot engine.
FOSS Virtual & Augmented Reality: The Monado project & OpenXR
In this talk will cover Monado and Khronos' OpenXR standard, and give an overview about the current state of open source VR and what lies ahead. Also go into some details of how tracking is done inside of Monado and show of the current state.
Godot 4.0 is in the process of being ported from OpenGL to a Vulkan rendering API. This new technology provides new challenges and benefits for improving quality and performance, which will be explained and compared during this presentation.
With the release of Raspberry PI 4 it becomes theoretically more viable to use it in GPU heavy scenarios. Even ordinary software like Gnome Shell, Chromium and games fall into that category. Sadly, neither Broadcom nor Raspberry PI Foundation currently provide a Vulkan driver. Since I want as much performance (and little overheating) as possible, I started writing a Vulkan driver. This entails learning kernel and mesa internals as well as trying to understand Gallium. All that I have learned so far, I will try to share in this talk.
Presentation of the challenges and solutions found to make it happen: - GStreamer's Meson build system. - Stagefright-ish API in the SDK. - Completely new audio API, with 3D space localization. - OpenGL rendering, including stereoscopic SBS. - It's now all upstream!
How Kotlin can change developer experience with modern graphics APIs
Creating modern games in Kotlin forces you to use non-object oriented graphic languages and getting your hand dirty with native resource managemente. With wrappers around OpenGL and Vulkan, we make powerful graphics familiar to jvm devs and type-safe.
"wgpu" is the native implementation of this API in Rust, running on top of Vulkan, Metal, D3D12, D3D11, and potentially OpenGL. This is a talk about the API architecture being designed as well as our implementation of it. We want to share the experience of leveraging the power of Rust ecosystem and language in order to build this level of abstraction. We'll show a few demos and spread excitement about the new API.