News Archives

Nicole Huesman is joined by Ronan Keryell, principal software engineer at Xilinx, and Jeff Hammond, principal engineer at Intel, to hear their explanation on why open collaboration — modeled through open source and open standards — is key to solving some of today’s biggest challenges in research and industry, revealing some of the misconceptions, or least understood aspects, along the way. Then they explore the value of open languages and programming models, diving into ISO C++, Khronos Group SYCL, the amazing SYCL community, and what excites them most about the SYCL 2020 Provisional Specification.

Khronos Steps Towards Widespread Deployment of SYCL with Release of SYCL 2020 Provisional Specification

The Khronos® Group announces the ratification and public release of the SYCL 2020 Provisional Specification. SYCL is a standard C++ based heterogeneous parallel programming framework for accelerating High Performance Computing (HPC), machine learning, embedded computing, and compute-intensive desktop applications on a wide range of processor architectures, including CPUs, GPUs, FPGAs, and AI processors.The SYCL 2020 Provisional Specification is publicly available today to enable feedback from developers and implementers before the eventual specification finalization and release of the SYCL 2020 Adopters Program, which will enable implementers to be officially conformant—tentatively expected by the end of the year.

Valve is Transitioning To OpenXR

OpenXR was created with the goal to enable engines and developers to target a single non-proprietary SDK, easing the friction in creating polished VR experiences. Valve has worked closely with VR hardware vendors, game engine developers, and graphics hardware providers to develop this new API and we believe it represents a big step forward in cross-vendor application support. Valve expects new features on SteamVR to appear on the OpenXR side, rather than as new OpenVR APIs. Find out what this change means for both the Developers and the Users.

Vulkan Samples: Bandwidth and Throughput Optimizations for Mobile

While powerful, the Vulkan API can be quite complex for mobile developers. At GDC 2019, Arm released a set of Vulkan samples that illustrated a comprehensive list of best practice recommendations. Since then, these have been donated to Khronos Group and have been improved with contributions from other GPU vendors, and the well-known samples from Sascha Willems. The repository contains samples that provide a reference for API features and new Vulkan extensions, as well as performance samples focusing on CPU and GPU optimizations. This blog covers a few of these performance samples, focusing on considerations around limited power and therefore bandwidth on mobile devices with tile-based rendering.

Valve Corporation Announces OpenXR Developer Preview

Valve announced their current and expanding support for OpenXR, the new industry-wide open standard for VR & AR.

Thanks to The Khronos Group and the extensive hard work of OpenXR’s many members (AMD, ARM, Epic, Facebook, Google, HTC, Microsoft, NVIDIA, Qualcomm, Unity, Valve, and many more) VR now has a consolidated API to enable developers to bring universal VR support to their applications.

With OpenXR, for the first time, developers will be able to build their content in a way that will allow them to span the myriad types of hardware and software platforms.

“We think this is an extremely important and exciting step forward for the VR industry.”

<model-viewer> v1.0 has been released. Combined with #webxr on Chrome Android your custom HTML/CSS flows naturally from 3D into #AR. You can try it here and view the change long on GitHub.

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