API related related stories

Basemark Joins The Immersive Technology Alliance

Khronos Group member Basemark announced that it has joined the Immersive Technology Alliance (ITA). ITA is a leading consortium focused on catalyzing the development and commercialization of virtual reality, augmented reality, stereoscopic 3D, and other immersive technologies. Basemark develops system performance and power consumption analysis tools that are used by leading semiconductor and OEM companies around the world.

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Learn more about Vulkan directly from Khronos in a one hour webinar

Learn more about Vulkan, the new graphics and compute API directly from Khronos, the people who are creating it. In this 1-hour session, we will talk about the API, and go into details about the Vulkan SDK from LunarG, and much more. Register today!

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NVIDIA: Vulkan Memory Management

NVIDIA just posted the next installment of their Vulkan tips blog series. This episode talks about memory management. Vulkan offers another key difference to OpenGL with respect to memory allocation. When it comes to managing memory allocations as well as assigning it to individual resources, the OpenGL driver does most of the work for the developer. This allows applications to be developed, tested and deployed very quickly. In Vulkan however, the programmer takes responsibility meaning that many operations that OpenGL orchestrates heuristically can be orchestrated based on an absolute knowledge of the resource lifecycle.

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IWOCL 2016 submissions has been extended to Friday 12th February

The deadline for IWOCL 2016 submissions has been extended to Friday 12th February, giving everyone a couple of extra weeks to pull their abstracts together. There will be no further extensions.

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Accelerating color management with OpenCL on Intel hardware

ntel developers have been working on adding OpenCL support to the Quick Color Management System (QCMS) as used by the Chrome and Firefox web-browsers for color management for JPEG/PNG/WebP images containing an embedded ICC profile.

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Babylon.JS and FBX to glTF translator Meetup in San Francisco

Cyrille Fauvel will present a short overview of the glTF format – a specification for the efficient transmission and loading of 3D scenes and models by applications – followed by a more detailed discussion and demonstration of the FBX to glTF converter that he has recently created.

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Vulkan in Open-Source

Khronos member Jason Ekstrand from Intel discussed the new Vulkan graphics API and its impact on Open-source software at Fosdem'16 over the weekend. The presentation slides from his talk are now available online.

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Croteam Says Talos Principle Will Use Vulkan at Launch

Croteam, the studio that brought us the amazing Serious Sam series and The Talon Principle, are closely following the development of Vulkan and are prepared to use it. Given their track record, it's very likely that Croteam will be one of the first studios to provide Vulkan support in its games.

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StreamComputing launches GEGL-OpenCL project

Khronos member StreamComputing launched an educational initiative that aims to get more developers to study and use OpenCL in their projects. Within this project, up to 20 collaborators will port as many GEGL operations to OpenCL as possible. Vincent Hindriksen and Adel Johar who organized this project looked for a way for the group to educate themselves. One of the ways was to gamify the porting by benchmarking the kernels and defining winners, and another was to optimize kernels within StreamComputing to push the limits. Victor Oliveira, who wrote most of the OpenCL code in GEGL, joined the GEGL-OpenCL project to advise.

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NVIDIA: Vulkan Shader Resource Binding

In a continuation of NVIDIA's first Vulkan post, here they go further into details of one of the most common state changes in scene rendering: binding shader resources such as uniform- or storage-buffers, images or samplers.

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