Khronos Group contractor Au-Zone has added their NNEF converter to the Khronos Group NNEF Tools repository. There are now two sets of converters in this repository. The converters provided by the Khronos Group convert between Caffe and TensorFlow. The Caffe converter reads/writes models in protobuf format, while the TensorFlow converter reads/writes the Python script that builds the TensorFlow graph. The converters provided by Au-Zone convert between Caffe2 and TensorFlow, both reading/writing models in protobuf format.
Mozilla is committed to the next wave of creativity in the open Web, in which people can access, create and share immersive VR and AR experiences across platforms and devices. Together with the Khronos Group and developers of existing open source Blender tools, we are providing a complete GL Transmission Format (glTF) import and export add-on for Blender, offering a powerful and free round-trip workflow for WebXR creators. This effort builds on the work of existing open source tools, and adds support for the newest Blender and glTF features. The tool itself along with further technical details will be available in the coming weeks. The blueprint for the collaboration model that allowed us to get there already exists. This article will explain how we got there, how this model works, and why it can accelerate the ecosystem.
LunarG now delivers native Ubuntu Linux packages for all the elements in the Vulkan SDK in addition to the Linux SDK tarball. Follow the Ubuntu Packages link on the LunarXchange SDK web page to gain access to the native Ubuntu Linux packages. These packages will install pre-built SDK binaries on a system running Ubuntu Linux and contain all the LunarG Vulkan SDK components at the latest available version. For Ubuntu Linux users, this is the most convenient way to get the Linux SDK content since you will not need to build any binaries yourself. Headers, libraries, and tools are included and prebuilt. Read the LunarG blog for more details.
The Adobe Animate team just announced the latest version of Adobe Animate CC. Animate CC 2019 enables 2D animators to use their existing skills for creating VR experiences (beta), introduces a new WebGL-based runtime (beta), export to GL transmission format (glTF), significant performance enhancements to the HTML Canvas output and more.
NXP delivers a wide range of processing solutions on which machine-learning (ML) applications can run. Developers will need the associated software and tools to make them work and this is where eIQ framework and development tools come into play. The eIQ framework is designed to work with hardware abstraction layers like OpenCL, OpenVX, and the Arm Compute Library, as well as inference engines like the Arm NN (neural net), Android NN, GLOW, and OpenCV.
The AMD Developer Tools team has been busy working on many new tools, some of which replicate functionality found in older versions of CodeXL. To limit confusion for our users, several major components have been removed from CodeXL. Graphics Frame Analysis for DirectX 12 and Vulkan applications have been removed and can now be found in the following AMD and third-party tools:
Radeon GPU Profiler, RenderDoc, Microsoft PIX.
AMD Radeon Software Adrenalin Edition 18.10.1 has been released. This update includes additional Vulkan Extension support for: VK_KHR_shader_atomic_int64, VK_KHR_driver_properties, SPV_GOOGLE_decorate_string, SPV_GOOGLE_hlsl_functionality1, VK_EXT_hdr_metadata, VK_EXT_swapchain_colorspace and VK_EXT_conservative_rasterization. Complete details are in the release notes.
Vulkan could improve the limited battery life on the Oculus Go and help Oculus deliver a console level experience on the Quest. While a mobile chip is unlikely to ever deliver the same performance as a home console or gaming PC, Vulkan may help narrow the gap and deliver more realistic graphics than OpenGL would.
The 2018 X.Org Developer's Conference (XDC2018) videos have now been posted online. XCD 2018 saw many Khronos members sponsor this conference, including Igalia, AMD, Arm, COLLABORA, Google, NVIDIA, Intel and Valve. The talks covered Vulkan, OpenGL, OpenGL ES, OpenCL, SPIR-V, GLSL and OpenXR. We've compiled a list of all the videos discussing these Khronos standards here, or you can watch all the videos from the conference on the X.Org Foundation YouTube channel.
NVIDIA’s new Turing GPU unleashed real-time ray-tracing in a consumer GPU for the first time. Since then, much virtual ink has been spilled discussing ray tracing in DirectX 12. However, many developers want to embrace a more open approach using Vulkan, the low-level API supported by the Khronos Group. Vulkan enables developers to target many different platforms, including Windows and Linux, allowing for broader distribution of 3D-accelerated applications. NVIDIA’s 411.63 driver release now enables an experimental Vulkan extension that exposes NVIDIA’s RTX technology for real-time ray tracing through the Vulkan API. Head over to the NVIDIA blog to read all about this update.
Khronos has formed a liaison agreement with the Open Geospatial Consortium (OGC) in the interest of jointly advancing open geospatial standards related to AR and VR, distributed simulation, and 3D content services. The liaison will let Khronos and OGC assess standards in these fields as well as identify future potential standards that will facilitate interoperability and hardware capabilities of relevant data sharing and analysis. The collaboration will occur through working groups, forums, workshops, committee activities, etc., and OGC will adopt Khronos standards where appropriate.
During the two weeks of October 17-26, Neil Trevett, president of the Khronos Group, will visit a few cities in China to speak at local conventions, universities and member companies. Khronos is looking forward to meeting with local Khronos members, academias and the developer community, to share the latest updates about Khronos APIs. A complete list of public talks at conferences and free public sessions & registration is now online.
GLOVE (GL Over Vulkan) is a cross-platform software library that acts as an intermediate layer between an OpenGL ES application and Vulkan. GLOVE is focused towards embedded systems and is comprised of OpenGL ES and EGL implementations, which translate at runtime all OpenGL ES / EGL calls & ESSL shaders to Vulkan commands & SPIR-V shader respectively and finally relays them to the underlying Vulkan driver.