Today, the PlayCanvas team is excited to announce the release of a brand new browser-based glTF viewer application. Try it now or click these links to preload some classic glTF models: Boom Box, Damaged Helmet and Fox. The viewer is open sourced under an MIT license and the code can be found on GitHub.
The Khronos 3D Commerce Working Group is working to build industry consensus around guidelines, standards and certification programs to streamline 3D content creation, management and deployment for Ecommerce, including online ads and search results. In one of its first deliverables, the Working Group has published a sneak peek at the upcoming guidelines by releasing a high-level summary of the topics that will be covered—including file formats, coordinate systems, geometry, materials, textures, lighting and publishing targets. This summary has been published in Markdown on GitHub under the CC BY 4.0 license. Khronos is inviting feedback, suggestions and contributions from the industry to help guide and improve the full guidelines. Learn more about this release in the latest Khronos Blog: Khronos 3D Commerce Working Group Provides Sneak Peek into Upcoming Real-time Asset Creation Guidelines for Retail and E-Commerce.
The Khronos Group announces multiple conformant implementations of OpenXR are shipping from Oculus and Microsoft, leveraging the newly opened OpenXR 1.0 Adopters Program and open source conformance tests. The OpenXR Adopter’s Program enables consistent cross-vendor testing and reliable operation of OpenXR across multiple platforms and devices with OpenXR-conformant products published on the Khronos Conformant Product Registry. Learn more in today’s press release and the latest OpenXR EcoSystem Update slides.
Oculus announced that as of v19, they are officially supporting the OpenXR 1.0 implementation. Developers can now submit their OpenXR apps to the Oculus Store. For mobile, please use the OpenXR loader that shipped with v19 or higher. You can find the latest PC SDK version here and the latest version of the OpenXR SDK here. For more information, check out our documentation (PC, mobile) and join the discussion in the OpenXR Development forum. We’ll keep you updated as we add support for new extensions.
Imagination Technologies has posted a new tutorial series: Vulkan synchronisation and graphics-compute-graphics hazards. Follow along with this in-depth walk through on maintaining peak performance of the GPU.
AMDVLK 2020.Q3.1 is now shipping as their first tagged open-source Vulkan driver snapshot of the third quarter. Included are several performance optimizations / tuning improvements. The Talos Principle, Doom: Eternal, and Mad Max have all seen focused performance tuning work while other titles may indirectly benefit as well. VK_EXT_extended_dynamic_state is also now supported by the AMDVLK driver
The Khronos Group is looking for a Vulkan Project Coordinator. This role is a unique opportunity to work and build relationships with some of the world’s largest technology companies. You will also play a vital role in improving tools and resources available to developers by bringing key working group and developer relations initiatives to completion. The role will require significant negotiation and people skills as you navigate the diverse priorities and needs of various members involved in a project. Working with the Khronos membership to develop custom processes that work for each project will be a critical skill in ensuring success. This is a part-time, remote position.
Playdeck Project has a great tutorial to help you get started using OpenXR in your apps. The tutorial runs on Windows Mixed Reality headsets and the HoloLens 2 emulator, using C/C++, DirectX 11, and the OpenXR runtime that Microsoft recently shipped. Complete code is available on GitHub. The author also has an open source C# MR rendering library called StereoKit, which uses OpenXR as its core interface to Mixed Reality.
SteamVR 1.13 introduces preliminary OpenXR support. Over the next few years, OpenXR will enable developers to ship a single build of their game that works well across multiple VR headsets, and will also ease friction in creating polished VR experiences.
Khronos member Ultraleap announces the Alpha release of an OpenXR integration with their hand tracking technology. With this integration, developers can now use Ultraleap hand tracking within an OpenXR application by utilising an Ultraleap tracking device mounted onto an XR headset. Ultraleap is calling on developers to help gather early feedback and bug reports, as well as share any projects that they have used the integration to build.
The goal of the Sprint is to advance the use of relevant OGC and Khronos standards in the modeling and simulation community through practical exercise and testing of the draft specification produced by the 3D Data Container and Tiles API Pilot . Of particular interest is the handling and integration of glTF models coming from multiple sources.
Intel GPA provides tools for graphics analysis and optimizations for making games and other graphics-intensive applications run even faster. In the latest release of Intel GPA 2020.2, Intel introduces support for Vulkan 1.2 (SDK 1.2.135) workloads on Windows 10, the ability to view CreateInfo parameters for resources now available for Vulkan and D3D12 workloads and the ability to view metadata information for SwapChains (Vulkan and D3D12) and Render Passes (Vulkan). Read more to learn about all the features this release has to offer, or go directly to the downloads page.