Amazon Sumerian, the AWS service that makes it easy to create and run browser-based 3D, augmented reality (AR), and virtual reality (VR) applications, now supports exporting your Sumerian scenes to glTF (GL Transmission Format), an open-source file format for 3D scenes and models that’s compatible with many other 3D editing tools and rendering engines. To learn more about the glTF file format and what is supported, please refer to our user guide.
LunarG announces the release of an open source implementation of the experimental XR_EXTX_overlay extension, introduced in OpenXR 1.0.8. An overlay composition layer can add a rich variety of content into other XR applications. Examples of overlay applications include desktop OS windows in-world, in-game heads up display (HUD), virtual keyboard, and chat. Work continues on the implementation with the goal of running many applications at the same time. Support for all the functions in the OpenXR core specification is planned for a later release. Please take a look at the LunarG release and refer to this document for more information.
The focus of this document and the provided code is to showcase a basic integration of ray tracing within an existing Vulkan sample, using the VK_KHR_ray_tracing extension. This tutorial starts from a basic Vulkan application and provides step-by-step instructions to modify and add methods and functions. The sections are organized by components, with subsections identifying the modified functions
PoCL is a portable open source (MIT-licensed) implementation of the OpenCL standard (1.2 with some 2.0 features supported). In addition to being an
easily portable multi-device open-source OpenCL implementation, a major goal of this project is improving interoperability of diversity of
OpenCL-capable devices by integrating them to a single centrally orchestrated platform. Upstream PoCL currently supports various CPUs, NVIDIA GPUs via libcuda, HSA-supported GPUs and TCE ASIPs (experimental, see: http://openasip.org) It also is known to have multiple (private) ports. 1.5 release adds support for Clang/LLVM 10.0, easy to use kernel profiling features and plenty of fixes and performance improvements.
When people think of augmented and virtual reality (also known as AR/VR or, more commonly, XR when referred to together), video games that are futuristic and larger than life usually come to mind. But as a platform, XR actually has the potential to be more profound than just next-level entertainment; in fact, the burgeoning technology is rapidly disrupting many diverse industries. Shrenik Sadalgi, The Khronos Group 3D Commerce Working Group Chair and Head of Next – Far Future R&D, Wayfair, discusses how we can make XR and 3D innovations a ubiquitous feature of the online shopping aisle and how the industry must rally together to take us there.
The Department of Computer Science (DI) of University of Salerno is a key player in the regional, national and international landscape. It has a prestigious tradition both in teaching and research. The research output of the Department of Computer Science has been evaluated by the independent agency ANVUR as the best in Italy in the period 2004-2010. They are currently working on a research project called Celerity which is based on SYCL.
TurboSquid updated StemCell with glTF support in 2018, following Microsoft’s use of the format for their ‘3D For Everyone’ initiative. Microsoft’s embrace of glTF has extended to its Hololens program, making glTF a standard format for use in AR/VR and other immersive content. StemCell, meanwhile, gives content creators a specification for building content to ensure it will work well in their marketplace but the broadening use of glTF means the models will work on other sites supporting glTF. TurboSquid is also part of the Khronos 3D Commerce Initiative, which is a coalition of companies including Target, Google, Adobe, Ikea, and many others that are working together on glTF for online commerce.
3D Tiles is widely accepted by companies in the geospatial industry. Support for glTF and WebGL means that applications using 3D Tiles can be accessed in all browsers. The reliance on accepted standards means that developers have access to a wealth of open source resources.
WebGL is a complicated API, and it’s often not obvious what the recommended ways to use it are. The new Mozilla page tackles recommendations across the spectrum of expertise, and not only highlights dos and don’ts, but also details why. You can rely on this document to guide your choice of approach, and ensure you’re on the right track no matter what browser or hardware your users run.
Collabora and Microsoft are excited to announce a partnership to build OpenCL and OpenGL mapping layers on DirectX, in order to bring OpenCL 1.2 and OpenGL 3.3 support to all Windows and DirectX 12 enabled devices. Support for OpenGL is realised through the Mesa3D project’s Gallium layer. You can follow the progress on GitLab.
Nsight Graphics 2020.2 is now available for download. A number of features have been added that dramatically expand the functionality of the tools in relation to Vulkan. By popular demand, GPU Trace can now profile Vulkan based applications! When profiling applications using Vulkan, it’s possible to get primary and secondary command buffer timings, as well as barriers, synchronization objects and user markers correlated to the GPU unit utilization and throughput metrics.
The Khronos Group announces the ratification and public release of the Vulkan Ray Tracing provisional extensions, creating the industry’s first open, cross-vendor, cross-platform standard for ray tracing acceleration. Primarily focused on meeting desktop market demand for both real-time and offline rendering, the release of Vulkan Ray Tracing as provisional extensions enables the developer community to provide feedback before the specifications are finalized. Comments and feedback will be collected through the Vulkan GitHub Issues Tracker and Khronos Developer Slack. Developers are also encouraged to share comments with their preferred hardware vendors. The specifications are available today on the Vulkan Registry. An introductory launch presentation on Vulkan Ray Tracing is here, and further technical details can be found in this blog post.
Oculus is excited to announce that an OpenXR prototype version will be available for developers in an update in the coming weeks. The team has been working long and hard on this, in partnership with other platforms, as they know how important it is for the development community. OpenXR will help reduce overhead for VR/AR developers and hopefully provide consumers with more choice. Learn more in the Oculus blog and Facebook Game Developers Showcase News.