News Archives

Khronos Launches 3D Commerce Viewer Certification Program

Today, The Khronos® Group announces the release of the 3D Commerce Viewer Certification Program. 3D viewers are software engines that enable users to display and interact with 3D models. Viewers are used by retailers, social media sites, and brands to create experiences on ecommerce storefronts, search engines, ad platforms, and in native applications. The Viewer Certification Program enables 3D viewers across the industry to demonstrate that they can accurately and consistently display 3D products, clearing the way for reliable 3D and AR-powered shopping across multiple platforms and devices. Amazon, Babylon.js, CGTrader, Emersya, Epic Games (Unreal Engine), Facebook (Spark AR), Google ( & Scene Viewer), Samsung (Internet Browser on Android), SketchFab, Unity, and UX3D (Gestaltor) have begun the process of certifying their viewers under this new program.

Enabling Consistent and Powerful Asset Product Metadata for 3D Commerce

As the number of 3D assets used in e-commerce rapidly increases, the need to embed semantic information describing virtual products within real-time 3D formats such as glTF™ becomes ever more urgent. 3D asset files that contain descriptive and administrative metadata such as product descriptions, details on intellectual property rights, creation and modification dates and other detailed authoring history - all in multiple languages - will enable the management of 3D virtual product catalogs, and the sharing of assets between vendors, retailers and end user platforms at industrial scale.

Using asynchronous compute on Arm Mali GPUs: A practical sample

Asynchronous compute is a trend that has proven itself to be an effective optimization technique, but it is somewhat difficult pinning down how to apply it. This idea started its life on last generation console hardware but has since been made available on modern graphics APIs like Vulkan and D3D12. It is now part of a graphics programmer’s toolbox.

In this blog, Arm highlights a new Vulkan Sample that was added to Khronos’ sample repository which demonstrates how to use async compute.

Panfrost Adds OpenGL ES 3.1 to Mali GPUs

Panfrost is an open source driver for Arm Mali GPUs and has announced that it now supports OpenGL ES 3.1 on several Arm Mali GPUs. While Panfrost has had limited support for compute shaders on Midgard (Mali T760 and newer) for use in TensorFlow Lite, the latest work extends the support to more GPUs and adds complementary features required by the OpenGL ES 3.1 specification, like indirect draws and no-attachment framebuffers.

Join the Khronos Group’s 3D Commerce Working Group members making a difference in the world of 3D graphics from popular retail and tech companies like Amazon, IKEA, Microsoft, Shopify, Wayfair, and more as they take a deep dive into the ways people experience 3D graphics on the web and in stores. This virtual event highlights the recently announced Viewer Certification Program that was created to lower the barriers to 3D asset creation and implementation. This event shares the vision for a future empowered by 3D across education, medical, design, advertising, art, and more. You’ll learn what Pervasive 3D is, why it’s worth working towards, and what’s next.

Diligent Engine v2.5: Ray Queries, Async Compute, Wave Operations, and more

Diligent Engine is a modern, cross-platform, low-level graphics library and rendering framework that supports Vulkan, OpenGL/GLES, D3D11, D3D12, and Metal. The latest release 2.5 adds a number of major improvements:

  • Pipeline resource signatures, an abstraction over descriptor set layouts, enable applications to define explicit shader resource layouts that allow sharing shader resources between different pipeline states without the need to rebind them.
  • Multiple immediate contexts enable async compute and parallel rendering.
  • Ray queries is a powerful extension to ray tracing that allows casting rays from regular shaders (pixel, compute, etc.).
  • Wave operations enable sharing data between threads in one shader thread group.
  • Memoryless framebuffer attachments enable memory savings on mobile platforms.
  • A new tutorial demonstrates how to implement a simple hybrid renderer that combines rasterization with ray tracing.

Starting with this release, the API will be much more stable with very few breaking changes expected in the future.

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