Google has merged Earth Pro with the free Google Earth, now offering only Goole Earth Pro. Another notable change: In the past you had the option to switch between DirectX or OpenGL when running Google Earth on Windows, now the application defaults to OpenGL mode. Learn about the other improvements.
Codeplay announces SPIR-V support for ComputeCpp in v0.3.0. This beta implementation of SPIR-V for OpenCL support means that developers can use SYCL and ComputeCpp to develop for any OpenCL hardware that includes a driver that consumes SPIR-V.
vkDOOM3 adds a Vulkan renderer to DOOM 3 BFG Edition. It was written as an example of how to use Vulkan for writing something more sizable than simple recipes. It covers topics such as General Setup, Proper Memory & Resource Allocation, Synchronization, and Pipelines. (source)
A new post from GPU Open on Vulkan. "An important part of learning the Vulkan® API – just like any other API – is to understand what types of objects are defined in it, what they represent and how they relate to each other. To help with this, we’ve created a diagram that shows all of the Vulkan objects and some of their relationships, especially the order in which you create one from another."
OpenGL 4.6 adds support for SPIR-V extensions (GL_ARB_spirv_extensions) so you can tell what OpenGL extensions have corresponding SPIR-V support. The GPU Caps Viewer has been updated to report the SPIR-V extensions of OpenGL 4.6 drivers.
The landscape of APIs for accelerating vision and neural network software using specialized processors continues to rapidly evolve. Many industry-standard APIs, such as OpenCL and OpenVX, are being upgraded to increasingly focus on deep learning, and the industry is rapidly adopting the new generation of low-level, explicit GPU APIs, such as Vulkan, that tightly integrate graphics and compute. Neil Trevett presented the "Vision Acceleration API Landscape: Options and Trade-offs" tutorial at the May 2017 Embedded Vision Summit.
Godot Engine now supports the full glTF 2.0 specification. With the release of Godot 3.0 alpha1, users needed more content to test with the new 3D engine. Sites like Sketchfab provide plenty of PBR-ready assets for downloading, and plugins that export scenes from other popular game engines to this format. The surprise, though, is how good this format is for video game asset exchange. Nothing as good existed before, and it solves a problem that we, as an industry, have been struggling with for a long time. Khronos, with glTF 2.0, has given us a fantastic chance to standardize a smooth workflow between 3D modelling software and game engines. To better understand why, a list of previous attempts will be explained and why they failed.
Epic Games spoke at the Khronos Group "3D Graphics with Khronos - Vulkan, OpenGL & OpenGL ES" BOF at Siggraph 2017. Epic Games announced that they are looking to make Vulkan the default API for exported Linux games. Watch the event online on Youtube. (source: Gaming On Linux)
The Khronos Group held their annual BOF-Blitz at SIGGRAPH today. There were five BOFs in all, and they were all a huge success. If you were not able to get to SIGGRAPH and you missed the live stream, you can now watch the video online here.