To meet growing demands for professional OpenGL trainings KDAB has opened a new dedicated training facility in the UK with easy access from Manchester airport. Sign up now for our inaugural Modern OpenGL training starting on 28th September and learn modern OpenGL and GLSL via a combination of instructor led lessons, hands-on exercises and over 100 examples.
Xilinx, Inc. announced immediate availability of the inaugural issue of Xcell Software Journal – a quarterly magazine for application and embedded software developers creating smarter, connected, and differentiated systems across fast-growing markets such as 5G Wireless, SDN/NFV, Video/Vision, ADAS, Industrial IoT, and Cloud Computing. The magazine targets developers programming in high-level languages like C/C++ and OpenCL to harness significant performance-per-watt and "any-to-any" connectivity advantages of Xilinx® All Programmable devices over traditional software programmable devices. Xcell Software Journal is available as a one-click PDF download or can be read online in iPad/iPod-compatible ISSUU electronic magazine format.
In a white paper released during a semiconductor design conference last week in Silicon Valley, researchers from the University of Wisconsin-Madison outlined the architecture of the open source GPU dubbed MIAOW, or Many-core Integrated Accelerator of Wisconsin. The prototype was essentially designed to demonstrate an open source GPGPU compatible with OpenCL. The researchers said their goal was to emulate a full system, not to compete with commercial designs.
Introduction to Vulkan and how the NVIDIA driver will implement Vulkan:
After having gone through a management buyout just three months ago, the newly formed Basemark has introduced a suite of mobile benchmarks for iOS, OpenGL ES 3.1, and Metal. That’s impressive in of and by itself, but even more so because now for the first time a comparative test suite can be run across OSs with the same workloads and profile.
The PowerVR Imaging Framework for Android comprises a set of extensions to the OpenCL and EGL Application Programming Interfaces (APIs) that enable efficient interoperability of software running on PowerVR GPUs with other components such as a CPU, ISP and VDE. These extensions enable the construction of shared memory allocations and software pipelines across multiple hardware components with no redundant memory copies (termed zero-copy). The framework is integrated at the library layer of the Android software stack, enabling efficient interoperability between APIs such as OpenCL, OpenGL ES and emerging APIs such as OpenVX.
The Khronos Group has posted the complete slide decks from SIGGRAPH 2015 BOFs online. Included in the slides are the many presentations from WebGL, along with slides from the 3D, OpenCL and OpenVX BOF.
This Vulkan demo from Intel shows the power and performance improvements resulting from a thinner, better optimized 3D API. Vulkan API is on track for release before the end of this year.
Toptal Technical editor Nermin Hajdarbegovic has written great overview on Vulkan. If you're curious how this new API slated compares to OpenGL, or how it relates to SPIR-V, this would be a good starting point.
Get Hands-on with Mobile Graphics! “An Introduction to Mobile Graphics” are one day workshops offered by Imagination Technologies in North London. At Universities, graphics technologies are generally taught as part of game development or the computer science curriculum, and are based on standard console or PC graphics. Since mobile devices are becoming increasingly popular, it is important that developers also understand the specific constraints of mobile devices where power-efficient rendering is a must. Imagination is partnering with Darren McKie (games and graphics programme leader at the University of Hull) to organize a workshop designed to introduce real-time rendering using OpenGL ES on mobile devices to students who have little or no prior experience with 3D graphics programming.