Khronos Group News Archives

Mozilla launches the A-Frame framework for creating WebVR experiences with HTML

A-Frame is an open source framework for easily creating WebVR experiences with HTML. It is designed and maintained by MozVR (Mozilla’s virtual reality team research team). A-Frame wraps WebGL in HTML custom elements, enabling web developers to create 3D VR scenes that leverage WebGL’s power, without having to learn its complex low-level API. Because WebGL is ubiquitous in modern browsers on desktop and mobile, A-Frame experiences work across desktop, iPhone (Android support coming soon), and Oculus Rift headsets. Read More

AMD embraces open source with GPUOpen support for OpenGL, OpenCL and Vulkan

AMD has announce it will start rolling out in January an open source set of tools called GPUOpen. The "All Open" stack will contain open source modules for two parallel stacks, each containing modules for OpenGL graphics, motion video codecs, and OpenCL GPU computation. The "Professional/Gamer" stack will include the open source motion-video module and a closed source OpenGL module. Its final OpenCL module will support both OpenCL and Vulkan. Linux will gain access to a full open source, high-performance driver stack, with the only constraint being that developers must use Vulkan instead of the older OpenGL. Read More

Wednesday fun: Lightsaber escape with WebGL

If you're a Star Wars fan and have a computer and a smart phone, give this Chrome Experiment a try. From Engadget, "Lightsaber Escape is a Chrome Experiment that Google made in conjunction with Lucasfilm and Star Wars visual-effects studio Industrial Light & Magic. It uses WebGL for the 3D graphics, plus WebRTC and WebSocket for the real-time communication between your phone and desktop." Read More

Q4 2015 Embedded Vision Alliance Member Meeting presentation slides

Neil Trevett, President of the Khronos Group recently spoke at the 2015 Q4 Q4 2015 Embedded Vision Alliance Member Meeting on December 9, 2015 in San Jose. This is the slide presentation from that talk. Read More

Unity 5.3 brings WebGL out of preview into mainstream

With Unity 5.3, Unity3D is dropping the “Preview” label and making WebGL an officially supported build target. The Premium and Enterprise support plans will now cover support tickets for the WebGL platform. Read More

Supported zero-copy flows inside the PowerVR Imaging Framework with OpenCL and EGL

Most flows use EGL to facilitate the sharing of objects between multiple client APIs, requiring the Khronos extension CL_KHR_EGL_IMAGE. The examples in this PowerVR Imaging Framework installment from Imagination Technologies show the different zero-copy flows supported. Read More

IWOCL presents the OpenCL News Roundup

The International Workshop on OpenCL (IWOCL) has posted their December 7th 2015 news roundup. Be sure to take a look at this extensive list, and update IWOCL if anything is missing. Read More

Vulkan: Explicit operation and consistent frame times

Imagination Technologies introduces another installment in their Vulkan series. In this post Tobias will be doing some analysis of why and how Vulkan is an explicit API, and what exactly that means. There is a lot of mention of Vulkan being a low-level API, and in some ways that’s true, but a lot of work is still abstracted from developers to handle cross-vendor compatibility. Read More

Khronos Chapters update!

It's been a very busy few weeks for the Khronos Group chapters. We've added three new chapters: Paris France, Washington DC and Wroclaw Poland. There is a good selection of upcoming meetups as well:

- Computer Graphics on the Web: Dec 8, 2015 - Melbourne, Australia
- First Khronos Wroclaw meetup + VR: Dec 9, 2015 - Wroclaw, Poland
- Image Processing with WebGL: Dec 10, 2015 - London, Britain
- WebGL Developers Meetup: Dec 17, 2015 - Milano, Italy
- OpenGL for beginners part 1: Jan 06th, 2016 - Naritaweg, Amsterdam

Errata: We originally said Seattle Washington... our mistake, our latest chapter is in Washington DC. Read More

Adobe Flash renamed to Adobe Animate CC and exports to HTML5 and WebGL

For nearly two decades, Flash Professional has been the standard for producing rich animations on the web. Since the emergence of HTML5 and demand for animations that leverage web standards, Adobe rewrote the tool to incorporate native HTML5 Canvas and WebGL support. Read More

Think Silicon announces support for Vulkan on NEMA-GPU SERIES

Think Silicon's mandate was always to deliver best in class ultra-low-power 2D/3D graphics performance thus the company took a close look at the Vulkan standard. We quantified the benefits of Vulkan graphics and compute APIs and we believe that Vulkan has the potential to become a very widely adopted cross-platform next generation 3D API. Read More

The Mali GPU: An Abstract Machine, Part 1 - Frame Pipelining

For developers new to graphics optimization this new series of blog posts from ARM is all about giving content developers the essential knowledge they need to successfully optimize for Mali GPUs. Over the course of the series, Peter Harris explores the fundamental macro-scale architectural structures and behaviors developers have to worry about, how this translates into possible problems which can be triggered by content, and finally how to spot them in Streamline. Read More

New reference glTF loader in C#

This is a C# reference loader for glTF. It's as simple to use as Interface.LoadModel("PathToModel.gltf"). You can use this loader in your project by importing the "glTF Loader" NuGet package. Additional examples can be found in the gltfLoaderUnitTests project. Read More

LunarG Splitting to Address Vulkan Needs

LunarG announced that the company is splitting into two teams to better address the needs of Vulkan, the new graphics API from Khronos. The Desktop group will continue as LunarG, sponsored by Valve, and the team members from the Mobile group will move over to Google to work on Android. LunarG will continue to work closely with Khronos to forge the new Vulkan ecosystem. Read More

Vulkan: Scaling to multiple threads

Imagination Technologies is halfway through their series of blog posts on Vulkan. Hopefully you’ve checked out the other blog posts, or tuned into the webinars? This next post will discuss the importance of scaling to multiple threads, and how Vulkan helps achieve that. Read More

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