Shrenik Sadalgi, 3D Commerce Working Group Chair ofThe Khronos Group, discusses how Augmented and Virtual Reality (XR) are changing the face of retail. Together, XR and 3D applications are positioned to completely change the entire experience of shopping by enabling consumers to view and interact with virtual products in real spaces or virtual showrooms.
This article describes the implementation of soft particles in pure WebGL / OpenGL ES without any 3rd party library or engine used. This tutorial is based on a WebGL port of Android live wallpaper 3D Buddha Live Wallpaper. Source code is available on GitHub.
There are best practices for GPU performance events that are universally used by profiling tools such as NVIDIA Nsight Graphics and NVIDIA Nsight Systems, for navigating through complex frame rendering. While all modern graphics APIs (Direct3D 11, Direct3D 12, Vulkan, and OpenGL 4.3) offer a simple solution to set these begin/end performance markers, they do not enforce the conventions that profiling tools follow. Read on to learn some Do’s and Don’ts to make your game work better with profiling tools and easier for NVIDIA engineers to help you optimize your game.
With the Godot 4.0 release is still months away from seeing its stable debut with the new Vulkan renderer, the Vulkan renderer branch was today merged to mainline. More details on today’s Godot Vulkan merging milestone via the GodotEngine.org blog. (Source: phoronix).
Peter Žužek, Senior Software Engineer SYCL, will be presenting at the Efficient Computing for High Energy Physics workshop on the 17th and 18th February at the Higgs Centre for Theoretical Physics at the University of Edinburgh. His talk will cover an introduction to SYCL and the range of frameworks available to SYCL developers. As a model, SYCL enables physicists to write highly performant software that can be run on a broad range of HPC architectures. The workshop will run from 9am on 17th February until 5pm on 18th February. The workshop is funded by STFC’s opportunities call and by the Higgs Centre for Theoretical Physics in Edinburgh.
OLV recognizes that Khronos and its members are playing instrumental roles in advancements of 3D visualization technology that they utilize in these tools today. More so, OLV shares Khronos’ mission to promote the use of visually realistic 3D content in online retail and are particularly passionate about product configuration. OLV is excited to be joining the 3D Commerce Working Group and to collaborate with other members in aligning the industry for streamlined 3D content creation, management, and display in online retail. Learn more about OLV is working on in this Khronos guest blog.
ComputeCpp, the Codeplay implementation of SYCL, offers experimental support for NVIDIA GPUs using OpenCL. NVIDIA’s PTX, DPC++ (Intel’s SYCL implementation) offers the opportunity to add full support for NVIDIA GPUs integrated into the LLVM compiler without going through OpenCL. Codeplay has open sourced the experimental phase of their implementation that enables SYCL developers to target NVIDIA GPUs.
Khronos recently hosted a webinar about the latest open source glTF tools from Khronos and Blender, including the Blender glTF I/O, glTF Compressonator, and glTF Sample Viewer. The basic workflow demonstrated in this one-hour webinar started with a ray-traced 3D model in Blender, exports it to glTF, sets up image-based lighting using the glTF Compressonator, and finally deploys the assets to the glTF Sample Viewer. The goal was to help attendees understand the upcoming challenges for the production pipeline regarding the adaption of real-time 3D products rendering. There is a short question & answer period at the end of the webinar. Both Video and Slides are now available online.
As glTF adoption has accelerated, its ecosystem has grown into an abundant trove of tools and applications that can generate and import glTF files. However, this ever-growing diversity has created an urgent need for an efficient tool to catalogue glTF resources across the industry—and to enable developers and artists needing to generate or use glTF assets to find the best tools for their projects. To fulfill this community need, Khronos has created the glTF Project Explorer as a centralized searchable directory of projects within the glTF ecosystem.
AMD has announced their TressFX 4.1/Unreal Engine integration and TressFX 4.1/Radeon Cauldron framework implementation. The TressFX library is AMD’s hair/fur rendering and simulation technology. TressFX is designed to use the GPU to simulate and render high quality realistic hair and fur. New in TressFX 4.1 is source code for DirectX 12 and Vulkan.
NVIDIA has added support for profiling applications that make use of Vulkan and OpenGL interoperability. Nsight Graphics 2020.1 is now available for download, and adds new support for 3 Vulkan extensions:
Intel has published a new graphics driver for its GPUs (Intel 6th, 7th, 8th, 9th and 10th Gen processors) on Windows 10. This new driver (version 18.104.22.16855) comes Vulkan 1.2 support. Complete details and download are now available from Intel. (Source: Geek3D).
This GPUOpen tutorial demonstrates how to integrate FreeSync HDR into a game engine by following the FreeSync HDR Vulkan code sample. The FreeSync HDR API in Vulkan is exposed via extensions that are queried from within Vulkan.