CG Internals published a blog article covering screen-filling rasterization using graphics hardware and modern OpenGL. The findings are applicable to OpenGL ES, Vulkan, and WebGL as well. For rendering screen-filling geometry we usually have to choose between a screen-aligned quad and a screen-aligned triangle. But - is there a difference? If so, which approach is better than the other? In this article we want to show you the differences between both approaches and offer an alternative. Following the theoretical analysis we introduce a demo program and evaluate screencasts together with multiple performance measures.
Verge3D is based on WebGL and integrate a glTF exporter. Verge3D enables developing and publishing models, scenes and entire 3D web applications online. Verge3D includes a visual editor called Puzzles which allows for setting up interactive scenarios for your web apps. This tool is based on Google’s Blockly framework used in education and other industries. If you are a 3D artist, you will appreciate Puzzles which gives you the power to directly express your creativity in the realm of interactive 3D Web.
LunarG creates tools to help simplify Vulkan development. We leveraged the new Vulkan Layer Factory to create the Vulkan Assistant Layer, a layer that helps developers identify Vulkan best practices. The Vulkan Assistant Layer — VK_LAYER_LUNARG_assistant_layer — functions as a Vulkan best practices layer and is intended to highlight potential performance issues, questionable usage patterns, common mistakes, and items that may lead to application problems that are not specifically prohibited by the Vulkan specification. The Vulkan Assistant Layer can be found as part of the LunarG Vulkan SDK.
Starting today, Facebook is rolling out support for the industry standard glTF 2.0 file format for Facebook 3D posts. 3D objects or scenes saved in glTF can be dragged straight to a browser window to add to your Facebook account. The company is also adding the feature to its platform tools so developers can build ways to export creations to Facebook from various apps. With glTF 2.0 support, Facebook is opening up even more ways to share 3D content on Facebook from more creation tools and platforms. They're introducing new Graph API endpoints with 3D Post support so developers can build seamless 3D sharing into any app — letting people share interactive objects or scenes directly to Facebook with just a click. Learn more about glTF and what Facebook is doing here, and check out a cool example of glTF in action here.
The next AEC Hackathon will be held in San Francisco on February 23-25, 2018. Four challenges await: Best overall project; Best project that solves a big AEC (Architecture, Engineering, Construction) problem; Best hack from a past event and Best mashup project. Tickets are now online. Get your Hackathon hat on and head over to the event registration today! The Khronos Group is a proud supporting organization of AEC Hackathon.
The Khronos Group announces the release of a geometry compression extension to glTF 2.0 using Google Draco technology to significantly reduce the size of glTF models and scenes. The Khronos glTF Draco extension specification is accompanied by optimized, open source compression and decompression libraries on the Draco GitHub site to enable the rapid deployment of glTF compressed geometry into tools, engines, applications, and browsers everywhere.
The Khronos Neural Network Exchange Format, among other technologies, go a long way to enable highly optimized implementations of inference for systems trained on a range of systems. Explains Chris Rowen, CEO for Babblabs, "This is extremely valuable to opening up the path to exploit optimized high-volume inference engines in phones, cars, cameras and other IoT devices. This higher-level robust set of interfaces breaks the tyranny of instruction set compatibility as a standard for exchange and allows for greater levels of re-optimization as the inference execution hardware evolves over time." Read more on the Semiconductor Engineering blog.
Standards make life easier, and we depend on them for more than we might realize — from knowing exactly how to drive any car, to knowing how to get hot or cold water from a faucet. Balancing the need for a stable standard, while at the same time allowing technology advances to be rapidly exploited, is a big part of what Khronos does. There are two ways a Khronos standard can be extended: Vendor Extensions and Khronos Extensions. Read on to learn how both of these work within Khronos.
This podcast episode of “The Interview” with The Next Platform focuses on an effort to standardize key neural network features to make development and innovation easier and more productive. To explore this topic, The Next Platform was joined by Neil Trevett. Listen to the podcast and read the write up.
NNEF and ONNX are two similar open formats to represent and interchange neural networks among deep learning frameworks and inference engines. At the core, both formats are based on a collection of often used operations from which networks can be built. Because of the similar goals of ONNX and NNEF, we often get asked for insights into what the differences are between the two. Read the Khronos blog to learn more about the similarities and differences between NNEF and ONNX.
Khronos member Renesas Electronics has outlined their plans for ADAS and self-driving cars. Renesas is working with Codeplay Software Ltd., experts in high-performance compilers and software optimization for multi-core processing. The collaboration allows programs already written in CUDA for Nvidia’s SoC to be brought to R-Car SoCs, using Codeplay’s OpenCL open standard-based software framework. The framework, first made available on R-Car H3 as a proof of concept, is now coming to the R-Car V3M and other R-Car SoCs of Renesas’ autonomous platform for both ADAS and automated driving.
Khronos announced the conformance program for OpenGL 4.6 and Intel has successfully passed conformance tests for its GPU models for the Mesa Linux driver. For specifics on the conformant hardware you can check the list of conformant OpenGL products at the Khronos website. Learn more about these drivers and the OpenGL conformance tests and why they are important to you.
The Khronos™ Group, an open consortium of leading hardware and software companies creating advanced acceleration standards, announces the launch of the OpenGL® 4.6 Adopters Program to enable implementations to become officially conformant to the latest generation OpenGL specification. The significantly enhanced OpenGL 4.6 Conformance Test Suite used in the Adopters Program has been released in open source on GitHub to enable industry participation in testing and ongoing conformance test suite improvements. General information on Khronos Adopters Programs can be found here.
Unreal Engine 4.19 preview has a experimental importer for glTF. This is an open format, that, once final, should work better than FBX, and actually work great with Blender. The Unreal Engine forums mentions that "Right now its much superior to FBX for some simple cases. The cool point about glTF is that the same file holds a full scene, with multiple 3d objects, each of them with animation, and each of them with materials, and each material actually imports as a material graph, and with textures." Take a look and tell us what you think.
The Khronos Group will be at GDC & VRDC 2018. Be sure to mark us in your calendar for the Khronos Dev Day on March 19th in Moscone, West Hall, Room 3022. This years sessions are now posted and include WebGL, glTF, OpenXR and Vulkan. Be sure to book mark the Khronos GDC event page and checkout some of our other upcoming events and meet ups.