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Join the Khronos Group at GDC, where the latest in game development and delivery technology is all anybody will be talking about.
|VRDC Table||Mon-Tues, Mar 19-20
9:30am - 6pm
|Moscone, North Hall, Table #VRDCTT06, between ballrooms 134 and 135
GDC Expo pass required
|Khronos Developer Day Sessions||Mon, Mar 19
10am - 6:30
|Moscone, West Hall, Room 3022
GDC Expo pass required
|WebGL/WebVR Meetup||Thurs, Mar 22
|Galvanize, 44 Tehama Street, San Francisco, CA 94105 (MAP)
No GDC Expo pass required
Date: Monday, March 19, 10AM to 6:30PM
Location: Moscone, West Hall, Room 3022
Join us for sessions about WebGL, glTF, OpenXR, and of course Vulkan; and get your free t-shirt, stickers, and Khronos API reference guide.
|10:00am||WebGL and glTF
Speakers: Zhenyao Mo (Google), Ken Russell (Google), Patrick Cozzi (Cesium), Tony Parisi (Unity), Mike Erwin (Epic Games), Mike Bond (Adobe), Frank Galligan (Google), Tom Mignone (Microsoft), David Wilkinson (AMD)
|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, is becoming 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 latest asset pipelines for producing glTF content will be described, and best practices for deploying both across multiple platforms and graphics APIs will be provided.
|11:20am||Standardizing All the Realities: A Look at OpenXR
Speaker: Nick Whiting (Epic Games)
|For the first time, we’ll give an update on the technical details of the of the OpenXR standard for virtual and augmented reality - created by the Khronos OpenXR working group. This includes the interfaces that applications will use to communicate with runtimes, as well as how new devices and interoperability are handled. Specifics of the technical challenges of developing the specification will be covered, as well as insights to the reasoning behind some of the decisions made by the working group on the architecture of the standard.|
|1:20pm||What's new in Vulkan
Speakers: Tom Olson (ARM, Vulkan working group chair), David Neto (Google, SPIR / SPIR-V working group chair) and Dan Ginsburg (Valve)
|Two years after launch, Vulkan is shipping on hundreds of millions of mobile and desktop devices. In this session, members of the Vulkan working group and the Vulkan developer community will describe the latest developments in the world's leading cross-platform, low-overhead graphics and compute API. We'll look at adoption, new features, and progress in tools and platform support, including HLSL support and Vulkan on iOS. We'll discuss challenges for developers, and see what the Vulkan community is doing to address them.|
|2:40pm||HLSL in Vulkan: There and back again
Speakers: Greg Fischer (LunarG), Matthäus Chajdas (AMD), Hai Nguyen (Google)
|HLSL in Vulkan is rapidly maturing. Come hear about the recent developments in spirv-opt to enable effective compilation of HLSL, and get tips for working with HLSL in Vulkan. The session will close with an update on the progress of DXC/SPIR-V for Vulkan.
|4:00pm||Vulkan on Android: Gotchas and best practices
Speakers: Arseny Kapoulkine (Roblox), Frederic Garnier (Samsung)
|Vulkan, the cross-platform open standard for explicit 3D graphics and compute is now widely shipping, including on millions of mobile devices. This session will provide first-hand experience on the benefits and challenges on getting popular games using Vulkan on Android: what user coverage can you get? what performance gains should you expect? Hear Roblox's tips on common pitfalls you might encounter, including how to work around driver bugs and Samsung's best practices on using pipeline barriers from their work porting multiple titles, including Lineage2 Revolution, ArcheAge and Final Fantasy XV.
|5:30pm||Getting explicit: How hard is Vulkan really?
Speakers: Dustin Land (id Software), Arseny Kapoulkine (Roblox), Matthäus Chajdas (AMD), Alon Or-bach (Samsung - Moderator), +1 TBD
|Are explicit GPU APIs difficult to use? Dustin is a non-graphics programmer from id Software who recently ported DOOM 3 to Vulkan. Come hear his experience in working with the API. This presentation will be followed by a panel discussion looking at the challenges of Vulkan, as presented by developers with real issues in the industry. We're keen to hear your experience, so come armed with your thoughts and questions.
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.
Patrick Cozzi (Cesium): will be presenting on some cool stuff he’s been working on around using WebGL with autonomous driving vehicles.
James Baicoianu: JanusVR James and his team at JanusVR have been doing some cool stuff with WebGL, "re-imagining web pages as collaborative 3D webspaces connected by portals." They have also developed their own markup language "JML". James will be talking about how they use Web Components to build JanusWeb. He'll also show us how to build some basic interactive WebVR components like buttons, sliders, etc and how to link those building blocks together to make a custom WebVR experience.
Isaac Cohen (aka Cabibo): Isaac will be showing off some of his latest amazing WebGL accomplishments.
Alban Denoyel (SketchFab): not sure if you guys have noticed but SketchFab is killing it these days!
Alban will be demonstrating some of the features in the latest release of SketchFab. It's pretty cool!
Gary Hsu, Microsoft: glTF asset generator deep dive
Mike Bond, Adobe: Dimension glTF export and the environment extension
Date: Mon-Tues, Mar 19-20, 9:30am - 6pm
Location: Moscone, North Hall, Table #VRDCTT06, by ballroom 134
Join us at our VRDC table to speak with OpenXR members about the latest in the development of OpenXR, the open and royalty-free cross-platform standard for VR and AR applications and devices.
Flaunt your Standards-allegiance at GDC with a free Khronos T-Shirt! We will have shirts in a range of sizes available for you, whether you are using Vulkan, WebGL, glTF, or OpenXR. And look for the new Vulkan shirt design! If you can't make it to GDC this year, we’ve got you covered: Buy a t-shirt online!
Got a Khronos shirt already? Old or new. Wear it, take a pic, and post it on Twitter with hashtag #khronosphoto and it might just show up on khronos.org
Not coming to GDC? We've got you covered! You can buy the new Vulkan shirt (and other stuff too) in our Developer Store online.
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.
3:00pm - 3:30pm
|Untethered: Building Apps Beyond Room-Scale||Microsoft - glTF|
9:30am - 10:30am
|Real-Time Ray-Tracing Techniques for Integration into Existing Renderers||AMD – OpenCL|
11:00am - 12:00am
|The Art of Profiling: Radeon GPU Profiler & RenderDoc||AMD - OpenGL/Vulkan|
2:00pm - 3:00pm
|Taking the Red Pill: Using Radeon GPU Profiler to Look inside Your Game||AMD - Vulkan|
3:30pm - 4:30pm
|Engine Optimization Hot Lap||AMD - Vulkan|
3:30pm - 4:30pm
|Achieving Console-Like Experiences on Mobile with Apex Construct||ARM - OpenGL|
2:00pm - 3:00pm
|PerfDoc: Optimize Early with Vulkan Validation Layer Tools||ARM - Vulkan|
5:30pm - 6:30pm
|How Real-Time Graphics Helps Pixar Make Feature Films||Pixar - OpenGL|
10:00am - 11:00am
|NVIDIA Vulkan Update||NVIDIA - Vulkan|
You can find a complete list of GDC Exhibitors here.
Conference Code of Conduct: The Khronos Group is dedicated to providing a harassment-free conference experience for everyone. Visit our Code of Conduct page to learn more.