Los Alamos National Laboratory is a multidisciplinary research institution engaged in strategic science on behalf of national security. Los Alamos enhances national security by ensuring the safety and reliability of the U.S. nuclear stockpile, developing technologies to reduce threats from weapons of mass destruction, and solving problems related to energy, environment, infrastructure, health, and global security concerns.
The LibreOffice Project announces the availability of LibreOffice 7.0, a new major release providing significant new features: support for OpenDocument Format (ODF) 1.3; Skia graphics engine and Vulkan GPU-based acceleration for better performance; and carefully improved compatibility with DOCX, XLSX and PPTX files. Read on for the complete announcement.
In this guest blog, Norbert Nopper, Managing Director at UX3D, discusses editing glTF models and introduces a new visual glTF editor, Gestaltor. Norbert discusses how to directly edit glTF models and when that may lead to higher productivity when creating 3D models. Starting with a brief introduction to glTF and common workflows and discussing the possibilities and challenges involved in directly editing glTF asset files. Wrapping up with examples of how direct glTF editing may save you time production pipeline.
LunarG has released new Windows, Linux, and macOS SDKs for Vulkan header 188.8.131.52. This SDK introduces a redesigned Vulkan Configurator, vkconfig, and Synchronization validation. DirectX Shader Compiler (DXC) is now included in the Linux and macOS SDKs (previously only included with the Windows SDK). Validation Layer support has been added for Vulkan Synchronization that supports single command buffers. This validation is exposed by the Vulkan Configurator for easy enablement. Read on for more information about the enhanced vkconfig and other new features in this SDK.
Today, the PlayCanvas team is excited to announce the release of a brand new browser-based glTF viewer application. Try it now or click these links to preload some classic glTF models: Boom Box, Damaged Helmet and Fox. The viewer is open sourced under an MIT license and the code can be found on GitHub.
The Khronos 3D Commerce Working Group is working to build industry consensus around guidelines, standards and certification programs to streamline 3D content creation, management and deployment for Ecommerce, including online ads and search results. In one of its first deliverables, the Working Group has published a sneak peek at the upcoming guidelines by releasing a high-level summary of the topics that will be covered—including file formats, coordinate systems, geometry, materials, textures, lighting and publishing targets. This summary has been published in Markdown on GitHub under the CC BY 4.0 license. Khronos is inviting feedback, suggestions and contributions from the industry to help guide and improve the full guidelines. Learn more about this release in the latest Khronos Blog: Khronos 3D Commerce Working Group Provides Sneak Peek into Upcoming Real-time Asset Creation Guidelines for Retail and E-Commerce.
The Khronos Group announces multiple conformant implementations of OpenXR are shipping from Oculus and Microsoft, leveraging the newly opened OpenXR 1.0 Adopters Program and open source conformance tests. The OpenXR Adopter’s Program enables consistent cross-vendor testing and reliable operation of OpenXR across multiple platforms and devices with OpenXR-conformant products published on the Khronos Conformant Product Registry. Learn more in today’s press release and the latest OpenXR EcoSystem Update slides.
Oculus announced that as of v19, they are officially supporting the OpenXR 1.0 implementation. Developers can now submit their OpenXR apps to the Oculus Store. For mobile, please use the OpenXR loader that shipped with v19 or higher. You can find the latest PC SDK version here and the latest version of the OpenXR SDK here. For more information, check out our documentation (PC, mobile) and join the discussion in the OpenXR Development forum. We’ll keep you updated as we add support for new extensions.
Imagination Technologies has posted a new tutorial series: Vulkan synchronisation and graphics-compute-graphics hazards. Follow along with this in-depth walk through on maintaining peak performance of the GPU.
AMDVLK 2020.Q3.1 is now shipping as their first tagged open-source Vulkan driver snapshot of the third quarter. Included are several performance optimizations / tuning improvements. The Talos Principle, Doom: Eternal, and Mad Max have all seen focused performance tuning work while other titles may indirectly benefit as well. VK_EXT_extended_dynamic_state is also now supported by the AMDVLK driver
The Khronos Group is looking for a Vulkan Project Coordinator. This role is a unique opportunity to work and build relationships with some of the world’s largest technology companies. You will also play a vital role in improving tools and resources available to developers by bringing key working group and developer relations initiatives to completion. The role will require significant negotiation and people skills as you navigate the diverse priorities and needs of various members involved in a project. Working with the Khronos membership to develop custom processes that work for each project will be a critical skill in ensuring success. This is a part-time, remote position.
Playdeck Project has a great tutorial to help you get started using OpenXR in your apps. The tutorial runs on Windows Mixed Reality headsets and the HoloLens 2 emulator, using C/C++, DirectX 11, and the OpenXR runtime that Microsoft recently shipped. Complete code is available on GitHub. The author also has an open source C# MR rendering library called StereoKit, which uses OpenXR as its core interface to Mixed Reality.
SteamVR 1.13 introduces preliminary OpenXR support. Over the next few years, OpenXR will enable developers to ship a single build of their game that works well across multiple VR headsets, and will also ease friction in creating polished VR experiences.