Neil and Yuval Boger (VRguy) talk about VR/AR standards, overlapping standards organizations and what’s the best way for companies to get involved. There is also a complete transcript of the podcast. In Neil's own words "...the key thing to realize about the Khronos Group, if people haven’t come across Khronos before, is that it’s an open organization. So, any company is welcome to join."
Vulkan 1.0.53 does have a number of document clarifications and fixes, but most exciting is a handful of new extensions. The new ones to Vulkan 1.0.53 are VK_AMD_gpu_shader_int16, VK_EXT_blend_operation_advanced, VK_EXT_sampler_filter_minmax, and VK_NV_framebuffer_mixed_samples. Read more about this update from Phoronix, or hop on over to the Vulkan Change Log for more details on this update.
This post from Don McCurdy will walk through the process of exporting an animated glTF 2.0 model from Maya LT. The workflow includes Maya LT, FBX Converter, Blender and the Blender glTF exporter. Since Blender cannot import recent versions of FBX, the workflow also uses COLLADA as an intermediate format.
Synopsys announced that it has enhanced the convolutional neural network (CNN) engine in its DesignWare EV6x Vision Processors to address the increasing video resolution and frame rate requirements of high-performance embedded vision applications. To simplify software application development, the EV6x processors are supported by a comprehensive suite of tools and software. Combined with software development tools based on OpenVX, OpenCV and OpenCL C embedded vision standards, the MetaWare EV Development Toolkit offers a full suite of tools needed to accelerate embedded software development.
Following on from the renderer refactoring and DirectX 12 implementation, the CryEngine team has been hard at work implementing a Vulkan renderer. The Vulkan Renderer is not functional yet, but is available in Github for feedback.
Apple announced several updates to the Mac lineup earlier this month at WWDC. Geekbench 4, which includes a new GPU Compute Benchmark that measures the performance of GPUs at performing compute tasks, shows that GPU performance with OpenCL has improved considerably with an increase of up to 80% when compared to the equivalent 2015 model. If you’re interested in how your computer compares you can download Geekbench 4. Find the complete benchmark results on the Geekbench website.
The first edition of IWOCL news since IWOCL 2017 in Toronto is now out. Highlights from the newsletter include a special thanks to everyone who participated and helped make the event such a great success, and links to all the slides and presentations made at the event.
Frank Brill, Design Engineering Director at Cadence and Chairperson of the Khronos Group's OpenVX Working Group, presents the "OpenVX Computer Vision Library Standard for Portable, Efficient Code" tutorial at the May 2017 Embedded Vision Summit.
AMD's GPUOpen initiative has posted a number of Vulkan open-source projects over time, with their latest open-source project is a Vulkan Memory Allocator. The VulkanMemoryAllocator is designed as a "easy to integrate Vulkan memory allocation library." Learn more about this project on Phoronix.
Duskborn Labs has just released part II of their OpenCL to Vulkan porting guide. Part I covers cl_platform_id -> VkInstance, cl_device_id -> VkPhysicalDevice and cl_context -> VkDevice. Part II covers porting from OpenCL’s cl_command_queue to Vulkan’s VkQueue.
Vulkan render pass Multipass optimization has been implemented on ARM Mali to improve deferred shading in Vulkan. The video showcases a 20% reduction in frame time compared to the classic Vulkan Multiple Render Targets implementation.
A new feature in Qt 5.10 is the introduction of a set of basic Vulkan enablers. With Qt 5.9 now out, Khronos member Qt Company has started a series of posts on what Vulkan support will be and will not be.