Unity released version 4.5 of its engine, including a variety of enhancements, including over 450 fixes to the program. OpenGL ES 3.0 support has now come to the latest iOS devices in Unity 4.5, and its overall support of the standard has been improved in this release.
The latest version of Intel SDK for OpenCL Applications is now available to help developers to maximize platform performance with OpenCL and Intel Graphics. This new 2014 version provides a unified OpenCL development experience, new debugging capabilities, new remote development for Android, and preview support for SPIR 1.2 code generation and consumption. The SDK supports OpenCL on Intel's CPUs, Intel Graphics, and the Intel Xeon Phi.
The Open Toolkit is an advanced, high-performance C# OpenGL and OpenGL ES binding. The latest version improves startup performance by up to 20x, adds OpenGL ES documentation tooltips, and improves Linux and MacOS support. OpenTK is used in commercial and non-commercial applications and is available for desktop and mobile platforms.
This is my pitch for SYCL, which I hope helps you understand what SYCL means for C++ OpenCL programmers. This is not associated with Khronos in any way, and is my own opinion on the SYCL 1.2 specification. Additional OpencL training videos are available online. The SYCL provisional specification is available online.
Vanda Engine 1.3 source code is now available on SourceForge and on Github. Vanda Engine 1.3 is based on the COLLADA RT project (using COLLADA DOM) and can import COLLADA 1.4 format. There are many bug fixes and several new features have been added to allow import of most of the features of COLLADA 1.4 including animation clips, multiple UV sets and loading cameras. OpenGL 3.0 is being used to render the scenes.
There are just 5 days left to register for the International Workshop on OpenCL (IWOCL), to be held in Bristol, UK on May 12th & 13th next week! Over 100 OpenCL practitioners are expected to attend, including leading members of the academic and industrial OpenCL community. For a complete list of technical talks and tutorials see the website.
ARM blog has a good tutorial on getting started with compute shaders. Compute shaders introduce GPU Compute from within the OpenGL® ES API; the same API and shading language which are used for graphics rendering. Now that compute shaders have been introduced to the API, developers do not have to learn another API in order to make use of GPU Compute.
The London UK WebGL Meetup is pleased to have Davide Della Casa, Guy John from LiveCodeLab. They will give a brief presentation/performance at the start of the workshop. Davide and Guy will do a 15 minutes audio-visual performance, followed by a technical review of the main solutions adopted around WebGL and Three.js.
At the Multicore Developer’s Conference on Thursday May 8th, the chair of the SYCL working group will be presenting the new SYCL C++ layer for OpenCL along with examples of how it can be used in real-world software for acceleration on heterogeneous multicore devices.