The Khronos Group today announced significant momentum behind the glTF (GL Transmission Format) royalty-free specification for the transmission and loading of 3D content. Since the launch of glTF 1.0 in September 2015, Khronos has released an open source glTF validator, commenced community review of the glTF 1.0.1 specification that incorporates industry feedback for enhanced interoperability, successfully registered glTF as a MIME type with IANA and has catalyzed a growing array of importers, translators and tools supporting the glTF standard. More information on glTF specifications and activities is available on the Khronos website. Read the press release.
RetroArch 1.3.6 can now run the N64 Vulkan core, paraLLEl. Previous versions of RetroArch will not be able to run this because of the new extensions to libretro Vulkan which we had to push to make this renderer possible. paraLLEl is a standalone libretro core separate from the regular libretro core that it is based on. It includes only a Vulkan rendering backend and a low-level RSP.
The schedules for the all-day Khronos BOF Blitz and famous BOF Blitz After Party are now online. Featuring four BOFs on Wednesday July 27th, and a 5th BOF on Tuesday July 26th for Khronos Chapters. We've also compiled a list of all the SIGGRAPH sessions, courses, workshops and BOFs that contain Khronos Technology. Unsurprisingly there is a ton of Vulkan stuff going on this year. Checkout the event page today. Hope to see lots of you in Anaheim during SIGGRAPH!
Khronos has over 130 members who are helping to change the way the world works with information. To increase the diversity of our ranks, we have added a new Associate membership level that makes it easier for companies with fewer than 20 employees to join and contribute to the standards that we promote. Complete details are available on the Khronos website.
The long-awaited Vulkan patch for Doom is now available, allowing the game to be played with either the OpenGL or Vulkan rendering backends. With this release Doom has become the first performance-intensive game released to use Khronos’s new low-level API, and arguably the first game where the rendering path is being implemented for performance reasons rather than proof-of-concept reasons. Read more over on AnandTech.
Over on the Imagination Technologies developer blog, a new tutorial on adding ray tracing to an OpenGL ES based deferred lighting system.
Android Authority has an overview on what OpenVX is and how it works. Android Authority is looking to post more articles in the future on OpenVX.
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The Embedded Vision Alliance has published a OpenCL-themed article along with help from several Khronos member companies, including AMD, ARM, Imagination Technologies and Intel. Free registration is required.