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Vulkan in Open-Source

Khronos member Jason Ekstrand from Intel discussed the new Vulkan graphics API and its impact on Open-source software at Fosdem'16 over the weekend. The presentation slides from his talk are now available online.

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Croteam Says Talos Principle Will Use Vulkan at Launch

Croteam, the studio that brought us the amazing Serious Sam series and The Talon Principle, are closely following the development of Vulkan and are prepared to use it. Given their track record, it's very likely that Croteam will be one of the first studios to provide Vulkan support in its games.

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StreamComputing launches GEGL-OpenCL project

Khronos member StreamComputing launched an educational initiative that aims to get more developers to study and use OpenCL in their projects. Within this project, up to 20 collaborators will port as many GEGL operations to OpenCL as possible. Vincent Hindriksen and Adel Johar who organized this project looked for a way for the group to educate themselves. One of the ways was to gamify the porting by benchmarking the kernels and defining winners, and another was to optimize kernels within StreamComputing to push the limits. Victor Oliveira, who wrote most of the OpenCL code in GEGL, joined the GEGL-OpenCL project to advise.

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NVIDIA: Vulkan Shader Resource Binding

In a continuation of NVIDIA's first Vulkan post, here they go further into details of one of the most common state changes in scene rendering: binding shader resources such as uniform- or storage-buffers, images or samplers.

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AMD on Vulkan

At CES 2016, Alex Davies from Tom's Hardware moderated a panel called “What’s Under The Hood” hosted by The Immersive Technology Alliance at VR Fest. After the panel, Alex sat down with Daryl Sartain, Director of Virtual Reality and ITA VR Council Chair at AMD for a one-on-one. Alex and Daryl speak briefly about Vulkan and DX12.

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Khronos Group sponsoring ‘Trends Session’ Toronto - The future of hardware & software

This 'Trends Session' will bring executives up to date with developments in the computer processor and software industry that will enable their business applications to run significantly faster. With so many disruptive and revolutionary changes to the processor industry, such as the widespread adoption of heterogeneous parallel processors (GPUs, FPGAs, and Intel Xeon Phis™), you need to become aware of what is already happening and the trends to leverage and plan for. Strategic overviews of what is coming next that you as a senior IT/C-Level executive need to know and how you can leverage it. As more companies see the need for big data and data science,the need for faster speeds and lower energy costs are on the top of mind for CEO's, CIO's, CTO's and all end users of the data analysis - Business Development, Sales, Marketing, Actuaries, Product Development, etc.

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What’s New? Intel SDK for OpenCL Applications 2016

Intel SDK for OpenCL Applications 2016 includes all the features for OpenCL development for Android and Windows previously available in Intel INDE OpenCL Code Builder 2015 R2 and all features for Linux development which available in Code Builder for Intel Media Server Studio. There are a lot of other new and updated features listed.

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Khronos Group in Seattle at January F2F

The Khronos Group is in Seattle this month for the winter Face to Face. We've posted a couple of photos from the weeks sessions on Flickr. Visit Khronos Group on Flickr to meet the Vulkan team and see who is the recipient is of the Khronie award.

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Toon Boom Animation releases Storyboard Pro 5 with COLLADA import

Toon Boom Animation Inc. announced the release of Storyboard Pro 5. This new release streamlines the pre-production and storyboarding process with new creative tools for artists, adds improvements to the 3D workflow, and provides better integration with editorial. Storyboard Pro 5 has also been improved in order to enable pre-production pipelines for CG, live action and games cinematics. Some of the new features include better integration between 2D and 3D with the ability to snap 3D models to surfaces, create layers on models, import COLLADA and Alembic files and work with a more responsive 3D camera.

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Carmack: Vulkan Gets Impressive Improvements With Native Code

John Carmack is the new CTO of Oculus VR. He’s still coding in his new position though, and yesterday he posted an interesting tweet about Vulkan, mentioning “impressive improvements” on early Vulkan drivers while running native code. He also added that it will be a “big win” once Vulkan gets proper support from popular engines such as Unity 5 and Unreal Engine 4. Last month, Khronos announced that Vulkan 1.0 was almost complete and it would be released in early 2016, with a slight delay over the previous schedule.

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