In this document, the challenges by creating a “naive” glTF renderer with WebGPU is demonstrated. Then we’ll progressively refine it to make better use of the API and add more features until we’ve arrived at a renderer that makes much better, more efficient use of WebGPU’s design.
Virtual reality headsets are getting smaller, faster, wireless, and more portable than ever before. As the hardware advances, we are also seeing a seamless transition on the software side to OpenXR.
In this Forbes Profile, Neil Trevett, President of The Khronos Group & Chair of the Metaverse Standards Forum discusses his career, 20 years steering the Khronos Group and the evolution leading up to the Metaverse Standards Forum.
Khronos has released three new samples for Vulkan. They include:
Khronos Group President, Neil Trevett, shares how open standards have an important role mitigating the complexities of safety-critical certification in a confusing landscape of processors, accelerators, compilers, APIs, and libraries, that drive up integration costs for embedded accelerators, which in turn has constrained innovation and time-to-market efficiencies.
The Vulkan SDK components come from open-source repositories. While it is feasible to develop Vulkan applications without using the Vulkan SDK,
there are many benefits to installing it. Check out LunarG’s white paper that shares the many benefits.
Khronos’ glTF is the first 3D model format to specify physically-based rendering (PBR), meaning it contains material properties that define in real-world units how light should be reflected & refracted in terms of physics. This means renderers are free to innovate in GPU shaders to create more and more accurate approximations of the underlying physics, because glTF does not specify any single approximation. This also means that while different renderers may make different tradeoffs of accuracy vs. speed you can have confidence that your glTF will look consistent (though not pixel-identical) even across unrelated codebases. We call glTF the JPEG of 3D because it is compressed for efficient web delivery and can be rendered consistently by a large number viewers.
OVR is made up of a diverse team of scientists, engineers, scent designers, technologists, and entrepreneurs. We were inspired by the potential of virtual reality to meet pressing human need and recognize that our oldest and most primal sense—scent—has the power unlock that potential. Our mission is to deliver best-in-class olfactory technology to the VR industry, advance research for olfactory technology, and support use cases and industries that make the world a better place.
NVIDIA presents Vulkan-specific tips that are not necessarily explicitly covered by the other Advanced API Performance posts. In addition to introducing new Vulkan 1.3 core features, this post shares a set of good practices for clearing and presenting surfaces.