The Khronos Group today announced the immediate release of the royalty-free, Adaptive Scalable Texture Compression (ASTC™) LDR extension specification, defining a new, highly flexible texture compression scheme for developers using both the OpenGL® ES and OpenGL® 3D graphics APIs. ASTC is an exceptionally efficient compression technology which allows encoding of for a wide variety of texture formats at bit-rates of 8 bits per pixel to below 1 bit per pixel. ASTC is published as a Khronos extension, KHR_compressed_texture_astc_ldr, which is available from the Khronos website.
Khronos Institute of Training & Education (KITE) is an initiative to increase communication and cooperation between INDUSTRY and EDUCATORS. KITE has three goals: Accelerate development of educational materials for Khronos APIs; Develop standardized testing methods for Khronos API proficiency; Make Khronos certification testing widely available in the industry. Please help spread the news of this afternoons BOF. We hope to see a lot of educators and Industry come together for this 2 hour session. Complete details are available on the Khronos SIGGRAPH page.
It's been an incredible week hasn't it? The latest news about OpenGL rendering Zombies faster than Direct3D really got the twittersphere going! SimLab Composer 2013 adds WebGL export capability and ARM has submitted the Mali-T604 GPU for full profile OpenCL conformance. Back on the Khronos front, COLLADA still has room for you to come on over and show off your COLLADA demo at Siggraph, and we've also updated the official Khronos Siggraph event page with updated BOF schedules, and lots more sponsors for the OpenGL Party! Thank you everyone that has sponsored the party so far. Big news this year, it's OpenGL's 20th Anniversary and we'll be celebrating this momentus occasion in style.There will be lots of OpenGL legends, lots of food, drink and of course, lots and lots of prizes!
Going to SIGGRAPH? Be sure to check out some amazing demo's, presentations, prizes and more. Khronos has a news conference, five BOFs (COLLADA, OpenCL, WebGL, OpenGL ES & OpenGL) and a huge OpenGL party, all happening on Tuesday next week. Full details can be found here, and the party details can be found here.
Valve Software has updated their Linux blog to report that the OpenGL version of Left 4 Dead 2 is now running fastest on Linux (315 fps). Surprisingly, given all the attention Valve has paid to Direct3D tuning over the years, even on Windows, the OpenGL version of the game now runs faster than Direct3D (304 fps vs. 270 fps) due to "overhead per batch in Direct3D which does not affect OpenGL on Windows".
The new release of SimLab Composer 2013 gives designers, artists and architects the ability to export 3D models from different files formats (including STEP, SketchUp, SolidWorks, FBX, Inventor, OBJ and SolidEdge) as WebGL models that can be natively viewed on Chrome, Firefox and Safarai, and using chrome frame on Internet explorer.
If you are going to SIGGRAPH in a few days, be sure to bring along your COLLADA demo. COLLADA is inviting all to come up and show off their demo.
OpenGL Insights includes a detailed OpenGL 4.2 and OpenGL ES 2.0 pipeline map as a two-sided 14x18 inch detachable color poster. The map cross-references the OpenGL 4.2 and ES 2.0 specs. The ES pipeline is relevant to both ES and WebGL developers. You may also download a high resolution PDF version directly from the OpenGL Insights website.
Todd Roberts of AMD, discusses the key concepts and workflows behind the OpenCL execution model that incorporates both task and data parallelism. He also discusses the standard pattern for building an OpenCL program as well as offering sample code.
Watch Alina Alt explain compute API interoperability with OpenGL (using CUDA and OpenCL APIs) and delve into interoperability at a system level (or review the slides). Alina explains challenges and benefits of dedicating one GPU for compute and another for graphics, how different system configurations affect data transfer between two GPUs, and how it translates into application design decisions helping to enable an efficient, cross-GPU interoperability between compute and graphics contexts.