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To reliably distribute geospatial textures to diverse platforms and applications, Esri chose Khronos’ KTX 2.0, an efficient and lightweight GPU texture container format. KTX precisely specifies how the contents of a texture file are to be handled, from a simple base-level 2D texture to a cubemap array texture with mipmaps. KTX files also hold all the parameters needed for efficient texture loading into 3D APIs such as OpenGL and Vulkan, including access to individual mipmap levels. The latest version of the specification, KTX 2.0, adds support for Basis Universal supercompressed GPU textures - creating truly ‘Universal Textures’ that can be encoded once, are compact to transmit, and are efficient to process on any GPU across multiple platforms.

vivo is a technology company that creates great products based on a design-driven value, with smart devices and intelligent services as its core. vivo now have over 400 Million users and cover more than 50 countries and regions. Facing diversified user groups, vivo lets consumers around the world enjoy extraordinary moments in life and creates surprises for them to embrace technological innovations.

Khronos has released a new “Made with Vulkan” public repository to raise awareness of just how pervasive the Vulkan ecosystem is becoming. The tool is aimed at being transparent about what titles use Vulkan and to provide a tool to the community that is easy to search, filter, or group by title.

This free webinar will feature the Chair of the ANARI Working Group and ANARI experts who will provide adetailed overview of the API, its accompanying SDK, and conformance tests, as well as updates from developers already using the API.

Agenda

  • A Tour of the ANARI API
  • Experiences with Adopting ANARI in Existing Visualization Applications
  • How to Create an ANARI Implementation

PlayCanvas is a subsidiary of Snap who joined the Khronos Group as a Contributor member. PlayCanvas is a world leader in web graphics technology. It is responsible for the open source PlayCanvas Engine that is powered by WebGL, WebXR and glTF. To make WebGL content creation quick and easy, it also provides a browser-based, real-time collaborative Editor. In the Editor, developers can build browser games, 3D e-commerce applications, playable ads and AR/VR applications.

The benefits of using Vulkan are clear, more games arriving on more devices than ever before, increased frame rates, and Vulkan being the API of choice for new generation titles on Android. Vulkan is the only API that’s both cross-platform and open-source, so make the switch today and don’t leave performance on the table.

ARSKAN is a young, innovative, French deep-tech company resulting from scientific research. ARSKAN is working on ambitious R&D programs to improve its technologies for compressing, transferring and displaying 3D meshes, without data loss and without constraints.

ARSKAN offers massive and complex 3D data visualization technologies for the web, accessible on all types of terminals (PC, smartphone and VR headsets), requiring very little server resources, hardware resources and low bandwidth consumption. ARSKAN’s visualization and transfer solutions are therefore economically viable and eco-friendly.

The technological solutions of ARSKAN are:

  • ARSKAN Codec (ACO), a progressive lossless compressor / decompressor of 3D meshes
  • ARSKAN MoveInside (AMI), a web viewer of 3D meshes and external data (IoT, AI, business applications, software, media…)
  • ARSKAN Silodata (ASD), an intelligent storage platform, with a system of rights and sharing, which provides access to AMI and ACO technologies

ARSKAN solutions can be integrated via CLI and packages, and are also accessible and testable in SAAS mode on an online demonstrator and via an API. With these products, ARSKAN offers a way to create real 3D digital twins, by making your data interactive, collaborative and connected to your own database.

One of the great headaches of developing interactive graphics applications for online deployment is covering every base. Your targets likely include a near-infinite combination of browser vendors, browser versions, and graphics hardware. The Khronos Group created WebGL to slice through this Gordian knot, rendering high-performance interactive graphics in any compatible browser, and on any graphics processing unit, without the need for plug-ins. Now, with support for WebGL 2.0 in Safari 15 for both macOS and iOS, we’re happy to report that “compatible browsers” includes pretty much all of them.

Michael Wong, Chair of the SYCL Working Group, and Intel’s James Reinders offer their perspectives on these key questions about SYCL:

  • Elephant 1: Aren’t GPUs enough? Do other accelerators really matter?
  • Elephant 2: Why not just use Nvidia CUDA?
  • Elephant 3: Why not just use AMD HIP?
  • Elephant 4: Why not just use OpenCL?
  • Elephant 5: Can’t we just use C++ ?
  • Elephant 6: Can SYCL queues can make it into ISO C++?
  • Elephant 7: Who is behind SYCL? Is it really Open in the true sense of the word?
  • Elephant 8: I see a herd of elephants – why should I believe in SYCL?

Democratising technology – providing access to tools – has been our motivation since the Raspberry Pi project began. By driving down the cost of general-purpose computing to below $5, we’ve opened up the ability for anybody to use computers in projects that used to require prohibitive amounts of capital. Today, with barriers to entry being removed, we see Raspberry Pi computers being used everywhere from interactive museum exhibits and schools to national postal sorting offices and government call centers. Kitchen table businesses all over the world have been able to scale and find success in a way that just wasn’t possible in a world where integrating technology meant spending large sums on laptops and PCs.

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