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Pumex is a cross-platform renderer that facilitates implementation of different rendering algorithms through the use of render workflow ( aka frame graph ) and simple scene graph. It may render results in parallel to many surfaces at once. Data update stage with user defined constant time step works in parallel to rendering. Pumex delivers extensive set of timeline statistics to help user with bottleneck identification. Renderer is implemented using Vulkan API and modern C++ language ( C++11 to C++17 ).

Vizard 6, the new version of the VR development platform for researchers from WorldViz now offers support for glTF. On the graphics side, Vizard embraced the new 3D model format glTF, which improves graphics rendering and provides new and simplified workflows out of Revit, Solidworks, Maya, Blender, SketchUp, Substance Painter, Modo, and more, as well as access to over 150,000 models in Sketchfab’s library.

SIGGRAPH is next week! The conference is August 12–16 in Vancouver Canada. For those going, Khronos will be hosting several Birds of a Feather sessions. For all those folks that will not be present, we will be offering live streaming of all our sessions (glTF, WebGL, OpenXR, Vulkan and OpenGL) on the Khronos Group YouTube Channel, and will follow up with recorded video the following week. For complete details on all the sessions, please ask your friends and co-workers to take a look at our SIGGRAPH event page! A special thanks to our Diamond sponsor NVIDIA, Gold Sponsor LunarG, and Silver sponsors Cesium and AMD, for making possible the Khronos Networking Reception at the end of the day.

The 52nd tutorial from on rendering a triangle in Vulkan has been published. In the previous tutorial we learned how to clear the window and were introduced to a couple of Vulkan entities that are key parts of that operation - the swap chain and the command buffer. This will require the introduction of four new Vulkan entities - the image view, render pass, framebuffer and the pipeline.

Rys Sommefeldt, who looks after the Game Engineering group in Europe which is part of the Radeon Technologies Group at AMD, has written a short blog on decoding radeon Vulkan versions. Rys writes “We have a practical problem that will be familiar to anyone in the midst of developing any complex packaged software: we need to ship multiple driver components developed at different cadences and in certain ways, all packaged together and distributed, to be installed as a unit.” Read on to learn about his solution.

In our research project HighPerMeshes, physicists use Maxwell’s Equations to simulate nanoantennas and interferences within different materials. Our goal is to provide a technology that enables the implementation of simulation codes in a simpler and more productive fashion, while at the same time allowing them to deploy to different target devices and accelerators. We decided to use SYCL to analyze and re-write a set of example code to solve Maxwell’s equations because it allowed us to develop using standard C++, target a wide range of hardware, and gave us the opportunity to accelerate the code on this hardware.

Think Silicon, a leader in developing ultra-low power graphics IP technology, gladly announces the release of GLOVE (GL Over Vulkan), as open source. GLOVE is a middleware, which allows developers for Android, Linux and Windows operating systems to run OpenGL ES seamlessly on supported hardware by translating at runtime OpenGL ES API calls to Vulkan API commands for that platform.

The Embedded Vision Alliance has posted a follow-on article showcasing several case study examples of OpenVX implementations in various applications, leveraging multiple hardware platforms along with both traditional and deep learning computer vision algorithms. The article also introduces readers to an industry alliance created to help product creators incorporate practical computer vision capabilities into their hardware and software, along with outlining the technical resources that this alliance provides. A companion article focuses on more recent updates to the OpenVX API, up to and including latest v1.2 of the specification and associated conformance tests, along with the recently published set of extensions that OpenVX implementers can optionally provide. It also discusses the optimization opportunities available with SoCs’ increasingly common heterogeneous computing architectures.


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