General News related stories

OpenCL to Vulkan A Porting Guide part one and two

• Tags:

/assets/uploads/news/news_graphics/duskbornheader1.png

Duskborn Labs has just released part II of their OpenCL to Vulkan porting guide. Part I covers cl_platform_id -> VkInstance, cl_device_id -> VkPhysicalDevice and cl_context -> VkDevice. Part II covers porting from OpenCL’s cl_command_queue to Vulkan’s VkQueue.

Read More

Developer Guide: Vulkan and OpenGL ES: ARM Mali application developer best practices

• Tags:

The ARM Mali application developer best practices guide targets an expert developer audience, going through a list of “do's” and “don'ts” when using Vulkan API and OpenGL ES on ARM Mali.

Read More

Video: Vulkan renderpass optimization shows 20% reduction in frame time

• Tags:

Vulkan render pass Multipass optimization has been implemented on ARM Mali to improve deferred shading in Vulkan. The video showcases a 20% reduction in frame time compared to the classic Vulkan Multiple Render Targets implementation.

Read More

Khronos Releases glTF 2.0 Specification

• Tags:

/assets/uploads/news/news_graphics/glTF_100px_Nov14.png

The Khronos™ Group announces from the Web3D 2017 Conference the immediate availability of the finalized glTF 2.0 specification incorporating industry feedback received from developers through the provisional specification that was made available for review on GitHub.

Read More

Khronos Group welcomes Logitech as newest Contributing Member

• Tags:

/assets/uploads/news/news_graphics/Logitech-logo-2017_1.png

The Khronos Group is proud to announce that Logitech has joined as a Contributor Member. Focused on innovation and quality, Logitech designs personal peripherals to help people enjoy a better experience with the digital world.

Read More

PowerVR ray tracing with Unreal Engine 4 and Vulkan

• Tags:

Simon Walton, a software developer with Imagination Technologies, talks through the PowerVR Wizard ray tracing GPU architecture. The graphics driver is using Vulkan in the demo.

Read More

Vulkanised! event from Khronos UK videos and slides now online

• Tags:

The all-day technical sessions from the Khronos UK meetup "Vulkanised!" was a great success. If you could not make it over to Cambridge, we have you covered. The slides and videos are now online.

Read More

Basemark Launches Rocksolid–Vulkan, OpenGL, OpenGL ES rendering solution

• Tags:

Basemark launches Rocksolid, a high performance and high availability graphics rendering solution for industrial applications. With Rocksolid, customers can achieve typically 2X to 3X performance increases for their existing applications. In some cases, up to 10X performance increases have been attained. Cross-Platform and Graphics API Agnostic, Rocksolid runs on Windows, Linux, Android, macOS and uses any one of Vulkan, OpenGL, OpenGL ES, DirectX or Metal.

Read More

Implementing OpenCL Support for Eigen using SYCL and ComputeCpp

• Tags:

/assets/uploads/news/news_graphics/SYCL_170px_June16.png

Codeplay has added OpenCL hardware support to Eigen, to offer a wider range of hardware to developers via the SYCL open standard. In this post, Codeplay talks about how they implemented the SYCL backend for Eigen to enable support for OpenCL hardware.

Read More

Vulkan Valid Usage ID changes coming to LunarG SDK

• Tags:

Starting with the next major SDK release (1.0.49.0), the valid usage identification numbers will be changed to accommodate the official valid usage ID management process. If yo are currently using these IDs to filter messages or for debugging purposes, you will need to remap. For more details read the LunarG SDK Release Notes (Linux, Windows) for 1.0.49.0.

Read More

Page 4 of 190 pages ‹ First  < 2 3 4 5 6 >  Last ›

safety