The “OpenVX Programming Guidebook” presents definitive information on OpenVX 1.2 and 1.3, the Neural Network, and other extensions as well as the OpenVX Safety Critical standard. This book will give a high-level overview of the OpenVX standard, its design principles, and overall structure. It covers computer vision functions and the graph API, providing examples of usage for the majority of the functions. It is intended both for the first-time user of OpenVX and as a reference for experienced OpenVX developers. The book is currently available from Amazon and Elsevier.
The SPIR-V Guide is designed to help developers get up and going in the world of SPIR-V. This guide is targeted at developers needing to use SPIR-V-based compilers in their tool chains and for developers wishing to develop custom tooling or compilers that output SPIR-V. Head on over to GitHub and starting learning about SPIR-V today.
Intel has released oneAPI DPC++ Compiler 2020-05 as their latest snapshot for the current state of their LLVM-based Data Parallel C++ Compiler. With this release comes various SYCL front-end and driver improvements and the OpenCL ahead-of-time compilation tool is now included in their sycl-toolchain target, and much more.
Blender 2.83 is out today as the project’s first long-term support release (LTS) while still introducing many new features and improvements for existing functionality. Powered by OpenXR, Blender now ships with the first milestone in VR support: scene inspection. Walk around your scenes in virtual reality directly within Blender!
Traverse Research is a graphics and game development research and development studio located in the heart of Breda, Netherlands with a mission to make Breda a game development power house. Traverse Research is building out a world class Ray Tracing benchmark suite together with Imagination Technologies that’s focused on early / pre-silicon to help them build the next generation of graphics chips.
ETSI has signed two Memoranda of Understanding (MoUs) with the Khronos Group and OARC (Open AR Cloud Association) to allow the exchange of views and expertise between ETSI and both organizations to further develop interoperability of AR components, systems and services necessary to enable a thriving ecosystem with a diverse range of technologies and solution providers. ETSI provides its members with an open, inclusive and collaborative environment which supports the timely development, ratification and testing of globally applicable standards for ICT-enabled systems, applications and services.
Join the AREA Interoperability & Standards Webinar on June 2nd, 2020, to hear: Paul Davies of the Boeing Company will share how following the progress of OpenXR and other standards is helping companies future-proof their deployments and investments in AR technologies. Neil Trevett, President of the Khronos Group, and Brent Insko, Lead VR Architect at Intel and OpenXR Working Group Chair, will present the OpenXR architecture, and provide an overview of a typical OpenXR application lifecycle including the order of function calls, creation of objects, session state changes, and the rendering loop.
Path of Exile has released their 3.10.2 Patch, which includes a beta version of our Vulkan renderer. To access the new Vulkan renderer, launch the game and go to the Graphics Options screen. Then change the Renderer option to “Vulkan (Beta)”. It should take effect without you having to relaunch Path of Exile. “Our philosophy with the Vulkan renderer is frame rate consistency, so that players can enjoy Path of Exile without stuttering/spikes at arbitrary times.”
The Khronos Group publicly releases the OpenVG 1.1 Lite Provisional Specification for advanced 2D vector and raster graphics, with conformance tests placed into open source under the Apache 2.0 license. OpenVG 1.1 Lite enables this high-quality 2D vector graphics API to be fully accelerated by any OpenGL ES 2.0-compatible GPU for the first time, significantly increasing the range of devices on which it can be deployed. The Provisional Specification is released in markdown format on GitHub to enable the developer community to provide input and feedback before the specification and conformance tests are finalized.
Holochip was founded on the philosophy that the emergence of affordable, durable, and high-quality variable-focus lenses signifies a new and sustainable photonics market segment - the adaptive lens - born at the crossroads of traditional lenses and adaptive optics. Widespread adoption of high quality adaptive lenses will enable a new generation of lighter, more capable and lower cost, display, imaging and laser systems. We will enable engineers, scientists, product developers and consumers with innovative solutions for utilizing and manipulating light.
In the latest Steam Beta from May 25, a new option in the Shader Pre-Caching settings, allows you to enable “Allow background processing of Vulkan shaders”. This is a step towards making Steam games on Linux run smoother. For those interested in a little background, it’s using the Fossilize library and Vulkan layer which you can find on Valve’s GitHub.
Nsight Graphics 2020.3 is now available for download. Applications that use the provisional VK_KHR_ray_tracing extension can be captured, profiled and exported to a C++ Capture. While the extension is still evolving, the NVIDIA Vulkan Beta Driver will allow for experimentation before it is fully ratified (and is required).
On June 2nd, Christine Perey of PEREY Research & Consulting will host a public webinar: Paul Davies of the Boeing Company will share how following the progress of OpenXR and other standards is helping companies future-proof their deployments and investments in AR technologies; Neil Trevett, President of the Khronos Group, and Brent Insko, Lead VR Architect at Intel and OpenXR Working Group Chair, will present the OpenXR architecture, and provide an overview of a typical OpenXR application lifecycle including the order of function calls, creation of objects, session state changes, and the rendering loop.