API related related stories

Shader Components for Modular and High Performance Shader Development

• Tags: SIGGRAPH Vulkan OpenGL

Researchers at CMU and NVIDIA have developed an open source shading language and compiler framework named Spire enhanced to support shader components for high-performance rendering.  The Spire compiler can generate either GLSL or SPIR-V output for use with OpenGL and Vulkan based engines.  The work interfaces with a modernmini 3D engine that supports equivalent back-ends for both OpenGL and Vulkan.  The researchers will present this year’s work at SIGGRAPH next week which builds on a paper from last year’s SIGGRAPH.

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Blender glTF 2.0 exporter documentation is final for now

• Tags: glTF Blender

The glTF working group has announced that the Blender glTF 2.0 exporter documentation is complete… for now. Take a look, and if anything is not clear, or you see errors or improvements, please create a pull request or raise an issue on Github.

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Mark Kilgard presents “NVIDIA OpenGL in 2017” at SIGGRAPH

• Tags: SIGGRAPH OpenGL

Attending SIGGRAPH 2017 next week?  OpenGL developers should attend this free NVIDIA session on Monday, July 31 to get the most out of OpenGL on Quadro, GeForce, and Tegra GPUs. Hear from an OpenGL expert at NVIDIA how the OpenGL continues to evolve. See how NVIDIA's Nsight developer tools make OpenGL development easier for you. Learn how your application can benefit from NVIDIA advancing OpenGL as a cross-platform, open industry standard.  See this schedule for a complete list of NVIDIA content at SIGGRAPH.

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Handling differences between Vulkan and OpenGL coordinate system

• Tags: Vulkan OpenGL

One of the key differences between OpenGL and Vulkan -and something that needs careful consideration when porting to Vulkan, is the coordinate system. Vulkan requires the right hand NDC space compared to GL that requires the left hand. Learn about the KHR_VK_maintainance1 extension and see how AnKi is flipping the viewport.

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Latest iMac scores well on OpenGL benchmarks

• Tags: OpenGL

The newest Apple iMac 21.5-inch with Retina 4K display (mid-2017) has scored quite well on the CineBench R15 OpenGL benchmark. The 2015 21.5-inch iMac managed 47fps while the new 2017 model scored 94 fps.

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Intel Releases Graphics Driver 15.46 for Windows with OpenGL, OpenCL and Vulkan improvements

• Tags:

Intel has released their Graphics Driver 15.46 to provide launch support, as well as bugfixes, feature updates, Computer Vision and AI application development support, and support for Windows 10 Creator’s Update features. The driver is only for Windows 10 64-bit. Intel has enabled additional OpenCL media extensions, as well as a few preview extensions. In addition, 15.46 brings support for OpenGL v4.5, Vulkan v1.0.38, and programmable sample positions in Direct3D12.

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Beginner-Friendly Vulkan Tutorials

• Tags: Tutorials Vulkan

Stephanie Hurlburt, one founder of Khronos member Binomial recently put out a call for beginner-friendly ways to learn Vulkan. The result is a nicely curated list of Vulkan Tutorials that one can call beginner level. Read more about Stephanie's thoughts on learning Vulkan, and then dive in yourself.

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ArrayFire v3.5 with OpenCL support Official Release

• Tags: Library OpenCL

ArrayFire announced the release of ArrayFire v3.5, an open source library of parallel computing functions supporting CUDA, OpenCL, and CPU devices. This new version of ArrayFire improves features and performance for applications in machine learning, computer vision, signal processing, statistics, finance, and more. Release notes are available and the source code can be found on Github.

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Codeplay releases “clspv” OpenCL Tool for Vulkan enabled devices

• Tags: Vulkan OpenCL

In collaboration with Google, Codeplay is proud to announce the release of a new open-source tool allowing the compilation of OpenCL C language kernels to run on the Vulkan API. The tool, named 'clspv', allows a subset of the OpenCL C language to be targeted at the Vulkan API. This tool allows developers to port code containing more than a million lines of OpenCL C to run on the Vulkan API. The source is available on Github.

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Babylon.js v3.0 supports WebGL 2

• Tags: WebGL

Starting with v3.0, Babylon.js supports rendering using WebGL1 and WebGL2 contexts. The support is transparent for developers. By default the engine tries to get a WebGL2 context. If none is available then a WebGL1 one is retrieved. Learn more about Babylon.js v3.0 or get started on Github.

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