To jointly advance accessibility of 3D geospatial content, The Khronos Group recently formalized a liaison with the Open Geospatial Consortium (OGC). One of the first victories of this collaboration between the computer graphics and geospatial communities is a new OGC Community Standard addressing massive scale 3D pioneered by longtime Khronos contributors, the Cesium team. Learn more about the Liaison and new Standard in the Khronos blog post.
LunarG has released a white paper for Vulkan GPU-Assisted Validation. GPU-Assisted Validation involves using the GPU to check for API usage errors at shader execution time. This new white paper explains the concept of GPU-assisted validation and how a developer can use it. Read the paper here.
Core Avionics & Industrial Inc announced that it will be demonstrating a complete AMD Embedded Radeon E9171-based safety certifiable solution in AMD’s Booth 360 in Hall 1 at Embedded World. This safety critical solution showcases VkCore SC, the industry’s first safety critical Vulkan®-based graphics and compute driver, running VkCoreGL SC 1.0.1 OpenGL SC-based libraries, as well as CoreAVI’s DO-254 hardware IP containing the AMD Embedded Radeon E9171 GPU. Designed from the ground up for safety and efficiency, CoreAVI’s VkCore SC driver is certifiable to RTCA DO-178C/EUROCAE ED-12C up to Design Assurance Level (DAL) A, eliminates the need for separate compute and graphics APIs, enables heightened performance, flexibility, and direct access to the GPU and reduces CPU overhead. VkCoreGL SC 1.0.1 libraries allow legacy OpenGL applications to take advantage of the advanced capabilities of Vulkan while transitioning from OpenGL to Vulkan.
WebGL 2.0 has emerged into a powerful technology built on the back of a very successful WebGL 1.0, and is now fully utilized across numerous professional CAD and 3D apps on the Web. Learn about WebGL 2.0’s dynamic history and how it became the most widely used web graphics API on the market.
Be sure to check out the first Boston meetup of the year hosted by Jim Susinno. One of my favorite applications for accelerated graphics is video games. I’ve been working on some simple games lately using OpenGL directly without any engines or frameworks - and it’s fun! Let’s discuss our game-making techniques and how to keep things as fast as possible - minimizing state changes and per-frame uploads, packing bits into channels, re-using data… playing to the strengths of the silicon as enabled by OpenGL. Pizza will be provided.
Khronos member Au-Zone Technologies has written a guest post on the CNX Embedded Software blog showing how to add Machine Learning (ML) processing to an embedded product with the help from the Khronos Groups Neural Network Exchange Format (NNEF). The post illustrates, with an example implementation, how to detect and classify different pasta types on a moving conveyor belt.
The MIT-licensed C++11 graphics/game engine Magnum has a new version, packing WebGL-enabled and HiDPI-aware ImGui integration, tweakable constants for live coding, improved Vulkan interoperability and compilation time optimizations.
The Khronos Group is proud to have a liaison with Open Geo Spatial who today announces their adoption of 3D Tiles as a Community Standard, built on glTF3D transmission format. 3D tiles, submitted to the OGC by a team led by Cesium, is designed for streaming heterogenous 3D geospatial content to clients for visualization. Neil Trevett, Khronos President, commented “It is great to see the first fruits of the recent liaison agreement between OGC and Khronos come to life with the 3D Tiles Community Standard being built on Khronos’ glTF 3D transmission format. Khronos looks forward to exploring multiple upcoming opportunities to cooperate with OGC to build valuable standards and initiatives for the geospatial industry.” Read the press release.
FReality Podcast has just posted a good segment about OpenXR... and many other VR topics too! Episode #73 of FReality Podcast talks about everything VR, AR and MR related! The Podcast is streamed every Saturday at 7pm in Europe, 6pm UK and 12 midday Central US on YouTube.
Intel’s Brent Insko has taken over as the Chair of the OpenXR working group after Epic’s Nick Whiting passed the torch. The pair say the OpenXR effort is still going strong, and a progress update is planned for March. Read more from the interview on Road To VR.