Andreas Süßenbach, a senior software developer at NVIDIA, has posted a new developer tutorial on compile-time errors vs runtime errors with Vulkan-hpp. If you are using Vulkan, there are a few ways to create runtime errors. Even with the great validation layers available with Vulkan, you must run that part of the code to detect such errors. When you use Vulkan-hpp, a header-only C++ binding for the Vulkan API, some of those runtime errors are turned into compile-time errors.Read this tutorial to learn more.
Arm NN is an open-source inference engine for CPUs, GPUs and NPUs. It bridges the gap between existing NN frameworks and the underlying IP. Arm NN is built on top of the Arm Compute Library (ACL). This contains a collection of highly optimized low-level functions to accelerate inference on the Arm Cortex-A family of CPU processors and the Arm Mali family of GPUs. For GPUs, ACL uses OpenCL as its compute API. The OpenCL memory model closely maps to the GPU architecture making it possible to implement optimizations that significantly reduce the accessing of global memory. Read on to learn how.
GPUScore Relic of Life is targeted to benchmark high end graphics cards. It is a completely new benchmark with many new features. The main new feature is real-time ray traced reflections and reflections of reflections. The benchmark will not only support Windows & DirectX 12, but also Linux & Vulkan ray tracing. Read on for more news.
This white paper gives a high-level overview of vehicle development, followed by a deep dive in the different software development processes, languages and tools that are required for efficient development of the next generation of intelligent vehicles. This paper especially explores SYCL. Three main challenges are covered: The software development processes, the shift towards CD / CI, and the programming of future - heterogeneous systems using open standards (e.g. SYCL). To this end an overview of the automotive landscape is given, where functional safety standards are now the norm and where open standards for software are becoming the solution for the automotive industry, achieving the demands of ADAS developers and overcoming software development challenges.
Neil Trevett, President of Khronos Group and VP Developer Ecosystems at NVIDIA, joined Red Gaming Tech for a video interview. In the video, they discuss specific Vulkan features and how it’s improved, as well as touching on topics such as ray tracing and next gen graphics.
Join the Khronos Group for a 3D Commerce Panel to discuss progress on specifications and guidelines on October 27, 2020. In order to scale 3D experiences and make them truly mainstream, standardization is a critical next step. Panelists will discuss why industry alignment on a “JPEG for 3D” is crucial and how standardization will bring new opportunities to any designer, retailer, manufacturer or technology company developing 3D experiences. Space is limited, please register early.
Join Brent Insko, OpenXR Working Group Chair and 6 speakers from Collabora, Holochip, LunarG and Ultraleap for this OpenXR webinar on October 28th. There will be code examples, update on a new conformant product, discussion of two extensions: experimental overlays and hand tracking, Simultaneous Localization and Mapping (SLAM), and available vendor services. There will be a live Q&A at the conclusion of the presentations. Register today!
LunarG releases new Windows, Linux, and macOS SDKs for Vulkan header 126.96.36.199. The prior SDK supported Vulkan API revision 1.2.148. The Vulkan Configurator (vkconfig) has been updated to improve quality and stability and SPIRV-Reflect has been added to the SDK. Read on for information about the new features.
The MoltenVK development team is pleased to announce that the latest release of MoltenVK supports Vulkan 1.1 functionality.
This release also embraces the Vulkan Portability Initiative, adding support for the new VK_KHR_portability_subset extension, which allows application developers to further embrace platform portability by enumerating the subset of Vulkan functionality available on platforms that don’t natively support Vulkan, such as macOS and iOS.
This release is part of the ongoing evolution of MoltenVK to add additional advanced Vulkan functionality, work towards conformance with the Vulkan standard, and continue to play an important role in a broad and vibrant Vulkan eco-system.
The Intel OpenCL Intercept Layer is one of the company’s efforts around helping to improve debugging and analyzing of OpenCL application performance. This cross-platform layer intercepts the OpenCL API calls through the OpenCL ICD loader to analyze/debug CL applications. With the OpenCL Intercept Layer 3.0 release, it has full support for tracing all OpenCL 3.0 APIs. The update also allows for tracing more vendor-specific CL extensions, proper handling of extension APIs from multiple platforms, emulated support for unified shader memory via shared virtual memory, and a number of other enhancements including bug fixes and performance improvements.