Fast UI Draw, source code available on github, has now been open sourced. Fast UI Draw is a high performance Canvas renderer that is tuned for Intel GPU's (but can work for other GPU's) that under significant load is much faster than many other Canvas renderers. Fast UI Draw when running has very few GPU states, very few draw calls even under very complicated scenes. In addition, Fast UI Draw has a unique methodology to handle clipping that allows for applications to have rotations, projection, and clipping without incurring significant CPU load from setting, saving or restoring clipping. Fast UI Draw is available under the MPLv2 and a very alive project undergoing active development.
AMD has released a highly optimized open source implementation of the Khronos OpenVX computer vision specification for x86 CPUs and GPUs using OpenCL. The release also includes an open source “graph optimizer” that inspects an OpenVX graph and removes/replaces/merges functions to improve performance and minimize bandwidth. Scripting tools enable rapid prototyping and enables calling any OpenCV functions from within an OpenVX application
At the end of January, Joe Davis was at the ISART Digital in Paris to join a panel discussion titled New Graphics APIs discussion panel at the dawn of Vulkan. The meeting was organized and chaired by Christophe Riccio from Unity and Chapter Leader for Paris, and focused on the Khronos Group’s new Vulkan graphics and compute API.
The LWJGL project is hosting Vulkan bindings for the Java programming language. There is support now through their nightly builds on Windows and Linux. This Vulkan support in LWJGL complements the project's many other Khronos API binding support including OpenGL, OpenGL ES, EGL and OpenCL.
At this year’s Game Developer Conference, we will be hosting a day of developer sessions on our PowerVR GR6500 ray tracing GPU and Vulkan. You can also visit our booth (#1902) at the GDC Expo for a personal look at the latest in mobile graphics and to get your questions answered by our experts.
Folks from RenderDoc have written an introductory 'Vulkan in 30 minutes' post with a specific target audience in mind, namely those who have a good grounding in existing APIs (e.g. D3D11 and OpenGL) and understand the concepts of multithreading, staging resources, synchronisation and so on but want to know specifically how they are implemented in Vulkan. Take a moment to read this whirlwind tour of what the main Vulkan concepts look like.
VulkanSharp is one of the newest Vulkan projects providing bindings for a programming language. VulkanSharp is being developed under the Mono umbrella for providing C# / .NET bindings for the Vulkan API. Story originally found on Phoronix.
The OpenCL Headers have been moved from the Khronos Registry into Github.
Unreal Engine 4’s implementation of Vulkan API enables developers to create visually stunning, cross-platform 3D content that supports more draw calls, and more dynamic objects onscreen, with faster performance than ever before. Watch here to see how it all came together through the making of ProtoStar, revealed at Mobile World Congress 2016.
Remcom announces a new version of Wireless InSite, its site-specific radio propagation software for the analysis of wireless communication systems. This version, Release 2.8, supports the import of KMZ and COLLADA geometry files. The ability to import and create KMZ (.kmz) and COLLADA (.dae) geometry files is particularly useful for adding single structures, such as bridges, high resolution buildings, or new construction to a scene. These structures are often missing from urban geometry data.