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​Codeproject looks at two examples of how to use Vulkan to maximize the graphics performance in your game. They will walk you through a few key Vulkan performance samples that demonstrate common optimizations and best practices to follow in your mobile games, so you can start squeezing every last drop of performance out of the device and give your fans the game they absolutely need to play, through the power of Vulkan APIs.

Blender, a popular free open-source modeling and animation tool, is soon to get VR support via the OpenXR API. Initially users will be able to step into their 3D scenes to see them up close and at scale, with new features expected in the future. The next version of Blender, version 2.83 planned for release in late-may, will include a first wave of VR support, the company recently announced. VR support is being added via the OpenXR API, which will allow the software to interface with any headset supporting OpenXR (which has wide support in the VR industry, though is still in the early process rolling out to individual headsets).

Discover how over 150 companies cooperate at the Khronos Group to create open, royalty-free standards that enable developers to access the power of the GPU to accelerate demanding compute, graphics, and AR/VR applications. This session includes the very latest updates on several Khronos cross-platform standards, including the new Analytic Rendering group for scientific visualization, OpenXR for portable AR and VR, the new-generation Vulkan GPU API, the SPIR-V standard intermediate language for parallel compute and graphics, glTF for efficient transmission of 3D assets, and OpenCL for parallel heterogeneous programming. The session also provides insights into how these open standards are supported across NVIDIA’s product families. This video and presentation and many more are available on the NVIDIA GTC website.

The Khronos Vulkan Working Group released Vulkan 1.2.137 on April 6th, which has a rather large number of fixes and changes included. This update included a set of public pull requests that significantly improves the specification loading time. Please view the change log for all the details.

We often hear that developers would like a single location to find all the available resources for learning Vulkan and we wanted to create a list of the most up to date and valuable set of resources. Now, with many events cancelled or delayed in 2020, we will be exploring ways to take that educational content online to make sure developers don’t miss out on the valuable insight these event session’s provide. We will be expanding this list moving forward which you can find here.

​Oculus has released their OpenXR Mobile SDK v1.0.6. This is a prototype version of OpenXR support that is presented as a developer preview. The OpenXR Mobile SDK includes the resources necessary to use the OpenXR API for native development of VR apps for Oculus Quest. OpenXR offers an alternate development path that allows developers to create portable code that can be used on devices from multiple vendors.

In this video series, Alex Wood and Ed Mackey create a glTF 3D model of a Cubesat from reference images, using Blender, VSCode, and other tools. They walk through the glTF model authoring and texturing process from scratch to a finished result, and show the result being used in STK and other apps that consume glTF models.

The Khronos Group is asking for feedback on removing the automatically generated VK_*_BEGIN_RANGE, VK_*_END_RANGE, and VK_*_RANGE_SIZE tokens from the Vulkan headers. These tokens are currently defined for some enumerated types, but are explicitly not part of the Vulkan API. We are accepting comments on this topic in this GitHub issue. We strongly suggest any external projects using these tokens immediately migrate away from them.

In the last several weeks learning has moved from the classroom into the home, as schools across the world have temporarily closed. The old way of learning involved reading textbooks or consuming content delivered through paper handouts. Simply Augmented is using the Smithsonian “Open Access” initiative trove of artifacts to bring 3D into your home. Simply Augmented began the process of converting the Smithsonian 3D assets into web-ready, augmented reality files and then posting them to their 3D sharing platform, Simply3D, for free. Simply3D is an easy way for anyone to host and share augmented reality assets.

In these days of social distancing, game developers and content creators all over the world are working from home and asking for help using Windows Remote Desktop streaming with the OpenGL tools they use.

NVIDIA has created a special tool for GeForce GPUs to accelerate Windows Remote Desktop streaming with GeForce drivers R440 or later.

Download and run the executable (nvidiaopenglrdp.exe) from the DesignWorks website as Administrator on the remote Windows PC where your OpenGL application will run. A dialog will confirm that OpenGL acceleration is enabled for Remote Desktop and if a reboot is required.

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.

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