Panfrost, the open source driver for Arm Mali Midgard & Bifrost GPUs now provides desktop, non-conformant OpenGL ES 3.1. Panfrost’s desktop OpenGL support is native, reducing CPU overhead. Applications can now make use of the hardware’s hidden features, like explicit primitive restart indices, alpha testing, and quadrilaterals.
Today, the functionality of the Vulkan SDK gets a major upgrade for Vulkan developers targeting Apple platforms. LunarG is now shipping Device Simulation (DevSim) and Validation layers for the Vulkan SDK on macOS in addition to Linux and Windows. DevSim layers enable Vulkan application development on a highly-capable development system by “simulating” a less-capable target Vulkan implementation through constraining the reported features and resources on the more-capable platform. Validation layers verify that applications are correctly using the reported Vulkan functionality. The validation layers and associated Vulkan loader on macOS also now support Apple Silicon via Universal Binaries.
NVIDIA 460.32.03 Linux driver includes: Vulkan ray-tracing in KHR form, NVIDIA RTX A6000 series support, Reverse PRIME Bypass, various other new Vulkan extensions added, VDPAU video acceleration improvements, experimental S0ix suspend-to-idle support, and many bug fixes.
WebGL recently held an engaging and informative virtual WebGL Meetup. Co-organizer of the event, Damon Hernandez, led the discussion and kicked off the meeting by having the Chair of WebGL, Ken Russell, give an update on the latest WebGL progress along with some “Cool WebGL Stuff.” After the update, guest speakers from Google, Sketchfab, BlackSmithSoft, xeolabs.com, Playcanvas, Unfolded and Microsoft gave individual updates on WebGL implementations.
At the end of the Meetup, the audience submitted questions for the speakers during a live Q&A. As this dialogue benefits the whole community, we’re sharing the answers in this blog.
The University’s main mandate is to focus on research and development, teaching and continuing professional education and training.
Spheroid Universe is a platform for developing and launching XR projects. The technological basis of the platform is the Spheroid XR Cloud and the Spheroid Script programming language.
IWOCL & SYCLcon is the premier workshop of leading academic and industrial experts to present, discuss and learn about applying OpenCL and SYCL addressing issues faced in High Performance Computing across a wide range of application domains. This is an excellent opportunity to contribute and participate in this workshop through a paper, talk, special session / tutorial, or poster. This workshop will include invited presentations from academia and industry, and a panel discussion of leading experts in the field.
Deadline for submissions is January 15th, so don’t delay. Submit your proposed content today.
For Godot 4.0, a bidirectional workflow with glTF was implemented to allow for a combination of in-engine and out-of-engine tooling to work seamlessly. Importing glTF scenes has been supported since Godot 3.0, and with this release you can now export your Godot scenes to glTF and then imported into other apps to make edits continuously. This workflow means you can work on your scene in Blender and then bring it back into Godot for more work.
Khronos has recently released the final versions of the ray tracing extension specifications. It is latest release, Diligent Engine enabled full support of these extensions to provide easy-to-use yet fully exhaustive cross-platform ray tracing API. The API is the same for Vulkan and Direct3D12 and allows authoring shaders in HLSL for both back-ends. GLSL and SPIRV bytecode are also supported by Vulkan back-end. The API lets developers concentrate on the algorithm essence and leave handling of the implementation-specific details to the engine.
A new tutorial demonstrates how ray tracing API in Diligent Engine can be used to simulate physics-based light transport in a scene to render soft shadows, multiple-bounce reflections and refractions, and dispersion.