Basemark has launched Basemark GPU, a new graphics performance evaluation tool for systems with Vulkan 1.0, OpenGL 4.5 or OpenGL ES 3.1 graphics APIs. This tool enables the industry to objectively and reliably quantify and compare graphics performance of next-generation mobile, automotive and desktop processors.
GL-Z is an OpenGL and Vulkan information utility for Windows, Linux, macOS, Raspberry Pi and Tinker Board. GL-Z 0.4.0, based on GeeXLab, has been released with the following new features: OpenGL memory usage for GeForce and Radeon GPUs on Windows and Linux; Vulkan API information for each Vulkan-capable device and more.
Qualcomm Technologies debuted the Qualcomm Snapdragon XR1 Platform, a dedicated Extended Reality (XR) platform during a launch event leading up to the Augmented World Expo (AWE). The integrated display processor provides a range of display options with hardware accelerated composition, dual-display support, 3D overlays and support for leading graphics Application Programming Interfaces (API), including OpenGL, OpenCL and Vulkan.
Compressonator is a set of tools that allows artists and developers to work easily with compressed assets and easily visualize the quality impact of various compression technologies. Compressonator allows users to choose from all major compression formats for their texture files and supports DirectX® 12, Vulkan® and OpenGL®. Users can view OBJ files in OpenGL and GLTF with DirectX 12. Version 3.1 will support viewing GLTF 2.0 files using a choice of OpenGL, Vulkan or DirectX 12.
The 2018.04 release of the Magnum C++11/C++14 graphics engine has its OpenGL wrapping layer optional, making it possible to use Vulkan or other custom renderers. There's now a first-class glTF format import together with general asset management improvements. A new example shows how to integrate Leap Motion hand tracking with Magnum.
Are you looking for a Khronos event in your area? Perhaps a relaxing and educational meetup is more your speed? The Khronos Group has you covered. Starting with full day events, registration is open for IWOCL in Oxford UK May 14, Embedded Vision Summit in Santa Clara on May 22 and Vulkanised! in Cambridge UK, also on May 22. If you are looking for meetups, there are plenty coming up covering OpenGL, OpenGL ES, AR, VR and OpenXR, WebVR, WebGL and glTF and in lots of great locations including Cambridge MA, Bishkek Kyrgyzstan, Sydney Australia, London UK, Somerville MA and Sunnyvale CA. Keep up-to-date with all the upcoming Khronos related events or subscribe with your calendar.
Khronos Group promoter member NVIDIA has released the GeForce 397.31 driver. This driver release provides full support for the new Vulkan 1.1 API and passes the Vulkan Conformance Test Suite (CTS) version 188.8.131.52. As well, this driver supports OpenCL 1.2 and OpenGL 4.6.
A new milestone of the Magnum C++11/C++14 graphics engine brings WebGL 2.0 and WebAssembly, VR support, lots of niceties for Windows users, iOS port, new experimental UI library, improved testing capabilities, support for over 80 new asset formats, new examples and much more.
Sundog Software released version 4.0 of its ocean water simulation library for OpenGL, the Triton Ocean SDK. Triton 4 features a re-architecture to align it with modern rendering architectures, and uses OpenGL 4.5 and certain NVidia extensions to implement a Vulkan-like approach to rendering water. Multi-threaded processing of command lists, bindless rendering, and bindless uniform buffer objects all work to maximize performance, especially when rendering multiple views concurrently in VR applications. Triton has also updated to use NVidia's CUDA Toolkit 9.1 under the hood for accelerating the Fast Fourier Transforms that power its ocean wave model. Triton allows you to simulate physically-accurate seas for any sea state or swell conditions, and supports ship wakes, reflections, rotor wash, coastal effects, and more. It's used worldwide in hundreds of maritime training systems and games.
CG Internals published a blog article covering screen-filling rasterization using graphics hardware and modern OpenGL. The findings are applicable to OpenGL ES, Vulkan, and WebGL as well. For rendering screen-filling geometry we usually have to choose between a screen-aligned quad and a screen-aligned triangle. But - is there a difference? If so, which approach is better than the other? In this article we want to show you the differences between both approaches and offer an alternative. Following the theoretical analysis we introduce a demo program and evaluate screencasts together with multiple performance measures.