Ahead of the flagship Arc Graphics A770 launching on 12 October, Intel’s Mesa “ANV” open-source Vulkan driver exposes the ray-tracing support for DG2/Alchemist graphics hardware.
Ahead of the flagship Arc Graphics A770 launching on 12 October, Intel’s Mesa “ANV” open-source Vulkan driver exposes the ray-tracing support for DG2/Alchemist graphics hardware.
AMDVLK 2022.Q3.5 adds support for the VK_EXT_depth_clamp_zero_one extension, performance tuning for Doom Eternal and Yquake2 and other games, enables acquire-release barrier support, and enables MSAA anti-aliasing decompression using the compute engine. The driver has also been built against the Vulkan API 1.3.228 headers.
Recently the open-source AMD OpenGL driver “RadeonSI” enabled OpenGL threading by default for the “glthread” option that has long been opt-in on a per-game/app basis. Along with that has been a number of glthread-related improvements to this code that punts executing OpenGL calls to a separate CPU thread. The Zink OpenGL-on-Vulkan driver has now unconditionally enabled OpenGL threading too.
Founded in December 2018, Vastai Technologies focuses on providing high performance artificial intelligence and vision processing semiconductors that elevate the enjoyment in everyday life with enhanced visual experiences and real-time intelligence. Vastai’s versatile AI accelerators for data centers on cloud and edge are optimized for various applications with different computing workloads, such as computer vision, video processing and natural language processing, with leading performance and rich features, as well as competitive throughput per watt. Vastai Technologies is dedicated to becoming the powerhouse of heterogeneous cloud and edge computing and one of the leading chip design companies in the world.
The OpenCL 3.0 specification and SDK for heterogeneous parallel computation are regularly updated with bug fixes, improved documentation, and functional enhancements. The OpenCL 3.0.12 maintenance release on 15 September 2022, included significant new functionality including command buffer enhancements, system layer support, and maintenance updates.
Founded in 2012, ByteDance’s mission is to inspire creativity and enrich life. With a suite of more than a dozen products, including TikTok, Helo, and Resso, as well as platforms specific to the China market, including Toutiao, Douyin, and Xigua, ByteDance has made it easier and more fun for people to connect with, consume, and create content.
ByteDance’s platforms aim to help users explore and discover the world’s creativity, knowledge and moments that matter in everyday life while empowering everyone to be a creator directly from their smartphones. We are committed to building a safe, healthy and positive online environment for all our users.
GPU-accelerated processing is vital to many automotive and embedded systems. Safety-critical and real-time applications have different requirements and deployment priorities than consumer applications, but they often are developed using GPU APIs that have been primarily designed for use in games.
Vulkan SC (Safety Critical) is a newly released open standard to streamline the use of GPUs in markets where functional safety and hitch-free performance are essential.
NVIDIA helped lead the creation of the Vulkan SC 1.0 API and is now shipping production drivers on its NVIDIA DRIVE and NVIDIA Jetson platforms.
OTOY and UX3D have unveiled a new partnership integrating the UX3D glTF Scene Toolkit into the OTOY marketplace, bringing 100% native glTF support to the OTOY ecosystem.
Masterpiece Studio is on a mission to empower 1 Billion 3D creators. Since 2015, we’ve been focused on developing the most intuitive and powerful 3D content creation platform, using virtual reality and machine learning to remove complex technical barriers. Masterpiece Studio’s immersive software allows users to easily create high-fidelity 3D models, from concept to animation, making it possible for anyone to adapt their 2D skills into 3D and build our digital world.
The Vulkan Working Group has released the VK_EXT_mesh_shader extension that brings cross-vendor mesh shading to Vulkan and improves functional compatibility with DirectX 12. The new mesh shading pipeline with the task and mesh shading stages provides an alternative to the traditional vertex, tessellation, or geometry shader stages that feed into rasterization.
Mesh shaders provide greater flexibility to developers and enable a two-stage approach for efficient culling, level-of-detail management, and procedural generation of geometry. Compared to the traditional pipeline, mesh shaders enable easy access to the topology of generated primitives and developers are free to repurpose shader threads to perform both vertex shading and primitive shading workloads. Khronos will provide a mesh shader open-source sample to support and showcase the new VK_EXT_mesh_shader extension, and an updated shaderc library in the Vulkan SDK is coming soon.
For those that wish to try out the new mesh shader on their own GPU; NVIDIA is shipping the new extension in their beta Vulkan drivers today, and experimental support in the open source RADV and ANV drivers are now available.
For additional information developers are invited to:
The Open Geospatial Consortium (OGC) seeks public comment on version 1.1 of the 3D Tiles Community Standard, which is used for sharing, visualizing, fusing, and interacting with massive heterogenous 3D geospatial content across desktop, web, mobile – and now metaverse – applications. 3D Tiles v1.1 introduces new glTF extensions for fine-grained metadata storage and uses direct references to glTF content for closer integration with the glTF ecosystem. The candidate OGC Community Standard is identical to the Cesium release of version 1.1 of the 3D Tiles specification. Comments are due by September 23, 2022.
Check out the new LunarG Windows, Linux, and macOS SDKs for Vulkan header 1.3.224, including the NVIDIA Best Practices, a Vulkan Profiles tool to combine multiple profiles, and the Synchronization Validation inter-buffer-hazards feature (alpha).
In this EE Times Europe article, Neil Trevett describes how the need for graphics and compute acceleration in embedded markets is growing. Cameras and sensor arrays are increasingly central to many use cases in diverse industries, ranging from automotive to industrial, and are generating increasingly rich data streams that require sophisticated processing. At the same time, advanced user interfaces are being developed using high-quality 3D graphics and even augmented-reality technology. However, the need to deploy accelerated processing, combined with the complexities of safety-critical certification, has created a confusing landscape of processors, accelerators, compilers, APIs, and libraries. That has driven up integration costs for embedded accelerators, which in turn has constrained innovation and time-to-market efficiencies.
Open standards have an important role in helping hardware and software vendors navigate this complex technology environment. Acceleration standards for the embedded market can enable cross-platform software reusability, decouple software and hardware development for easier deployment and integration of new components, provide cross-generation reusability, and facilitate field upgradability. Such standards reduce costs, shorten time to market, and lower the barriers to using advanced techniques such as inferencing and vision acceleration in compelling real-world products.
Ahead of Academy Software Foundation’s Open Source Days conference highlighting the latest in open source projects used for visual effects, animation, and image creation, the Academy Software Foundation welcomed two new members: Canonical and The Khronos Group. Launched in August 2018 by the Academy of Motion Picture Arts and Sciences and the Linux Foundation, the Academy Software Foundation provides a neutral forum for open source software developers to share resources and collaborate on technologies for image creation, visual effects, animation and sound.
“Becoming a member of the Academy Software Foundation will enable us to further strengthen our relationship with the VFX and animation communities to ensure that Khronos standards adapt and evolve to better serve their requirements. Khronos is looking forward to sharing information with the experts in the ASWF membership and contributing to open source projects such as MaterialX, and fostering closer coordination with Khronos standards including glTF, OpenXR and Vulkan,” said Neil Trevett, President, Khronos Group.
Today the Khronos® Group announced that its glTF™ 2.0 specification for the efficient transmission and loading of 3D models has been released as the ISO/IEC 12113:2022 International Standard. Khronos has successfully completed the transposition of glTF 2.0 through the ISO/IEC JTC 1 PAS (Publicly Available Specification) Submission Process to solidify glTF’s global recognition and accelerate its adoption by industry and other standards. Khronos will continue to evolve glTF as a Khronos specification and regularly update ISO/IEC 12113 with proven, widely available glTF functionality to avoid industry fragmentation. The ISO/IEC 12113:2022 specification is available here.
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