Xiaomi introduced its flagship tablet Mi Pad last week. Xiaomi Mi Pad houses the new generation Nvidia Tegra K1 processor. Inside, it packs ARM Cortex A15 quad-core chipset which can clock 2.2GHz CPU cycles and is backed by GeForce Kepler (192 cores) graphics engine. It is 1.5 times more energy efficient than other mobile GPUs and supports OpenGL 4.4, OpenGL ES 3.1 and tessellation, says the company. Mi Pad runs on the tweaked Android OS (4.4.4 KitKat) with MIUI v6.0. Unlike other UIs we see in Samsung, HTC, Sony and LG devices, Xiaomi's MIUI has a feature-rich interface and is refreshing. It is more like a hybrid between Android and iOS, yet simple and visually appealing.
With the recent release of 347.88 drivers, NVIDIA adds official support for the NV_command_list extension. This extension has already been disclosed at last year’s SIGGRAPH ASIA and just days ago at the GPU Technology Conference 2015. The GTC presentation highlights the various benefits of the extension and the new possibilities it allows. Its primary goal is to allow current OpenGL applications to leverage the hardware to its full degree by providing the quickest possible path through the driver and benefit from future graphics API trends today. When adopting new concepts such as pipeline state objects and command buffers in current OpenGL applications, developers can also familiarize themselves with these modern software approaches and the implications and possibilities they have on their software architecture. However its feature set goes beyond what other graphics APIs are offering by enhancing the draw indirect mechanism with a flexible and extensible token-based command buffer approach. The spec can be found at the NVIDIA developer site and will be posted to the OpenGL registry soon. Sample code is provided.
Imagination Technologies announces a new area-optimized PowerVR GPU designed to drive high-quality graphics with full OpenGL ES 3.0 functionality into low-cost and space-constrained devices. The new PowerVR G6020 GPU has been specially designed for graphics efficiency in ultra-compact silicon area, obtaining better real device performance and compatibility without unnecessary overhead. It is the smallest member of the PowerVR Series6XE family, with four arithmetic logic unit (ALU) cores and a silicon footprint of 2.2mm2 (28nm process technology at 400MHz).
The Khronos Group and ImmersiON-VRelia will be sponsoring the annual ITA meeting March 4 at 9AM, at SF Green Space @EEFG. Scheduled speakers include Neil Trevett, President of the Khronos Group and Dr. Jon Peddie of Jon Peddie Research, among others. Neil Trevett will talk about the litmus test for helping determine when the ideology of 'Open Standards' holds true, and how the alliance is working to honor this methodology in their working groups pertaining to standards and industry growth. Later the same day and in the same place, the Khronos Group will be holding an 'OpenCL Ecosystem Advances: OpenCL, SYCL, and SPIR' session and a WebGL Meetup. Although the WebGL meetup is now filled to capacity, there is still some room remaining for the OpenCL venture, and the two special sessions on March 5th for 'Next Generation of Graphics and Compute API'. All of these events are being held at SF Green Space @EEFG in San Francisco.
The Khronos Group will be holding a number of sessions off-site during GDC week. There will be two sessions dedicated to discussing the Next Generation of Graphics and Compute API, as well as an OpenCL and WebGL meetup. These sessions will be taking place at SF Green Space (EEFG) just a few minutes walking distance from the Moscone center on Wednesday and Thursday. Registration is highly advised for the off-site sessions as space is limited and a good crowd is expected. Complete details are available on the Khronos GDC 2015 event page.
glNext: The Future of High Performance Graphics - Khronos Members Present at Valve-sponsored GDC Session
Join Valve and Khronos for the unveiling of Khronos' glNext initiative, the upcoming cross-platform graphics API designed for modern programming techniques and processors. glNext will be the singular choice for developers who demand peak performance in their applications. Presentations will include a technical breakdown of the API, advanced techniques and live demos of real-world applications running on glNext drivers and hardware.
NVIDIA has provided a set of OpenGL and OpenGL ES examples illustrating various techniques and features to use in your own code. The GameWorks examples are aimed more at game developers, and run on Windows, Linux and Android. They are broken down by topic. The “NVIDIA Professional Visualization” set of examples are OpenGL based, and aimed more at the professional workstation developers. The repository is new, so expect more samples to be published soon. Linux support is being worked on. You can find the examples on Github.
Have you heard about the next generation OpenGL initiative? Khronos Group is designing a ground-up, cross-platform API to enable direct access to modern GPUs. We think this is a pretty big deal and we are seeking community input on the name for this new API. Please take a few minutes to take our survey. Your input along with that of others will help guide the naming of this significant initiative.
KDAB are rewriting the Qt3D module of Qt 5 to provide an easy but flexible API for easily getting 3D content into your Qt applications using either C++ or QML. Qt3D is built on top of OpenGL and OpenGL ES and provides a data-driven renderer configuration. In the previous article we learned about the requirements and high-level architecture of Qt3D 2.0. In order to put some of this into context and to give you a concrete example of how it looks to draw something in Qt3D using the QML API, we will now briefly show the important parts of one of the simple examples that will ship with Qt3D.
KDAB are rewriting the Qt3D module of Qt 5 to provide an easy but flexible API for easily getting 3D content into your Qt applications using either C++ or QML. Qt3D is built on top of OpenGL and OpenGL ES and provides a data-driven renderer configuration. The first of a series of blog articles introducing Qt3D 2.0 is now available.