AImotive announced that it has integrated Vulkan Ray Tracing into its aiSim 3.0, the ISO26262 certified, automotive-grade open simulator tool for automated driving development. Vulkan Ray Tracing’s real-time rendering technology is particularly well suited to simulation environments, making it possible to utilize Vulkan capabilities for professional automotive applications alongside gaming.
Synchronization is a critical but often misunderstood part of the Vulkan API. The new VK_KHR_synchronization2 extension includes several improvements to make Vulkan Synchronization easier to use, without major changes to the fundamental concepts described in this new blog. We highlight key differences introduced with Synchronization2 throughout the blog.
Industrial Light & Magic (ILM) recently introduced Vulkan Ray Tracing into their Helios real-time renderer. StageCraft and the Helios renderer are entirely new toolsets that allow for assets of final VFX level quality to be displayed on the LED walls without requiring as much manual optimization while allowing a high degree of reconfigurability “live on the day”. ILM’s Helios real-time renderer is able to handle extreme scene complexity, with millions and millions of polygons to enable assets of final VFX level quality to be displayed on the LED walls of a film studio in real time during filming.
The University of Illinois is dedicated to building upon its tradition of excellence in education, research, public engagement and economic development. They are among the nation’s research powerhouses. Their faculty has developed many of the technologies that enable modern electronic devices, pioneered agricultural practices that feed the world, and shaped the government policies that protect the vulnerable in our society.
A long time, OpenGL tutorial website, ogldev.org, has recently established a new YouTube channel dedicated to OpenGL tutorials. Join Etay Meiri and learn OpenGL today!
Godot gives updates on the Godot 3.2 OpenXR plugin, Microsoft Hololens compatibility, and the hiring of Bastiaan Olij for OpenXR support.
GRVK is the open-source project implementing AMD’s Mantle API on Vulkan. Mantle was the precursor to the Vulkan industry standard and while it’s no longer in use by AMD, there still are some games out there that allow making use of it.
GRVK allows for such Mantle games to run atop Vulkan not only for AMD drivers/GPUs but also with NVIDIA and Intel graphics too. The original Vulkan API is derived from and built off Mantle so GRVK is able to map rather nicely and has been making progress in recent months.
This blog from Igalia follows the team’s effort in improving performance of the V3DV Vulkan driver for the Raspberry Pi 4. The blog explores the optimizations the team recently did to their backend compiler, the results, and future work.
ATLATL was founded to solve the challenge all brands face: How to engage and sell to digital consumers in an evolving world. ATLATL’s platform enables web-based 3D product visualization, interactive 3D product configuration, augmented reality, and an enablement portal that narrows the divide between brands and their consumers through compelling, yet maintainable experiences.
Imagine & Machine Vision Europe (IMVE) sat down with Khronos President, Neil Trevett and EMVA President, Chris Yates to discuss the new exploratory group for embedded cameras and sensors. They discussed the scope of the new effort, what the groups hope to achieve, the exploratory group process, and why now.
The Vulkan Adreno layer detects optimizations that can be made on Adreno GPUs, offering suggestions on how to improve the usage of Vulkan APIs via logcat messages. Users can configure to disable/enable rules using vkal_config.txt. See readme.txt for more details.
The Exploratory Group is Hosted by EMVA and Khronos to explore the creation of open royalty-free API standards for controlling embedded cameras and sensors. It is open to any camera, sensor, and silicon vendors, together with system integrators and software developers with an interest in sensor processing applications.
Since its announcement in late February, the Exploratory Group membership has already grown to over 40 members, and has received a positive reception from the press:
Exploratory Group meetings start on March 25th and it is not too late to join. There is no cost, and any interested organization is welcome!
More details and instructions for joining the group are here.
Vivid3D C++, is a brand new 3D engine and IDE from Vivid Software.
It is 100% open source, and funded through public means. It has a custom UI called “Resonance2”. It supports scripting through Python, which is unique as most engines use C++ or C#. Click here to be taken to the GitHub page, where you can clone the engine. VIVID3D uploads updates frequently.
The engine uses AssImp 5.0 to allow it to import over 40+ 3D formats, including texture maps.
The GSN Composer is a free online tool for node-based visual programming. It is especially intended for educational purposes, such as computer graphics courses and tutorials.
The built-in shader editor allows rapid prototyping of GLSL shaders. Importantly, the created GLSL code is generic and can be used directly in other OpenGL/GLSL applications. Custom data for the shader’s UNIFORM and IN variables can be easily supplied via the visual interface, which is the main advantage compared to other web-based shader editors.
The shader editor was now upgraded to WebGL2 and supports GLSL ES 3.0 code. WebGL2 allows shaders with multiple render targets (MRT). For each additional OUT variable in the shader code, the interface automatically creates a corresponding output image. This facilitates G-buffers and deferred shading. Furthermore, examples for physical-based rendering (PBR) and HDR environment lighting are provided.
In a previous blog, Naivi discussed porting the NAP framework from OpenGL to Vulkan using the MoltenVK layered implementations and released it as NAP 0.4. In this blog, Naivi discusses how they ported Habitat, a data-driven installation that documents and visualizes natural growth based on 3d scans, to NAP 0.4, and the performance improvements resulting in the move.