Mazatech released version 4.5 of AmanithVG SDK on GitHub (http://github.com/Mazatech/amanithvg-sdk), a C/C++ library that implements OpenVG 1.1 specifications from Khronos Group. AmanithVG SDK is features-unlimited and it is free for evaluation purposes. It supports desktop, mobile and embedded platforms: Windows (x86, x86_64), Mac OSX (ub), Linux (arm, arm-v6hf, arm-v7a, aarch64, mipsel, mips64el, pppc64el, x86, x86_64), Android (arm, arm-v7a, arm64-v8a, mips, mips64, x86, x86_64), iOS (ub), QNX (armv7-le, x86). The package also includes a set of ten tutorials covering different OpenVG features: gradients paint types, patterns, stroking, alpha blending, images, masking and text, completed with source code and detailed description on the AmanithVG website. The building system is based on CMake, so all the tutorials support Visual Studio, XCode, Android Studio as well as plain Makefile.
Sundog Software released version 5.0 of the SilverLining Sky, 3D Cloud, and Weather SDK, featuring support for OpenGL 2.0 through 4.5. SilverLining is a C++ library that simulates real-time skies for any given time, location, and weather conditions. It implements a variety of volumetric rendering techniques to represent many different 3D cloud types in a physically realistic manner from any angle, while maintaining high frame-rates. SilverLining 5 introduces new hand-modeled storm clouds suitable for use in flight simulators. Large, natural-looking cumulonimbus thunderheads and towering cumulus clouds in various stages of development are included. SilverLining integrates into any OpenGL application easily with simple calls to initialize, update, and draw its skies, clouds, and precipitation effects. Integration code for OpenSceneGraph is included. SilverLining is widely used in the training and simulation industry, and powers the popular "SkyMaxx Pro" add-on for the X-Plane flight simulator.
Visualization is a great tool for understanding large amounts of data, but transferring the data from an HPC system or from the cloud to a local workstation for analysis can be a painful experience. Analyzing and visualizing data right where it is generated and using server-side rendering lets you deliver high quality visual content to any client hardware. Whether it’s a DGX station or a smartphone. With the arrival of EGL, taking advantage of OpenGL on a headless server has become even simpler, making it unnecessary to run an X server or any other tools. Slight modifications to your OpenGL context management code using EGL functions is required as described in this post. Using EGL also requires you to link your application to different libraries. This post from NVIDIA is about how to correctly link a modern OpenGL application.
Codeplay announces SPIR-V support for ComputeCpp in v0.3.0. This beta implementation of SPIR-V for OpenCL support means that developers can use SYCL and ComputeCpp to develop for any OpenCL hardware that includes a driver that consumes SPIR-V.
vkDOOM3 adds a Vulkan renderer to DOOM 3 BFG Edition. It was written as an example of how to use Vulkan for writing something more sizable than simple recipes. It covers topics such as General Setup, Proper Memory & Resource Allocation, Synchronization, and Pipelines. (source)
A new post from GPU Open on Vulkan. "An important part of learning the Vulkan® API – just like any other API – is to understand what types of objects are defined in it, what they represent and how they relate to each other. To help with this, we’ve created a diagram that shows all of the Vulkan objects and some of their relationships, especially the order in which you create one from another."
OpenGL 4.6 adds support for SPIR-V extensions (GL_ARB_spirv_extensions) so you can tell what OpenGL extensions have corresponding SPIR-V support. The GPU Caps Viewer has been updated to report the SPIR-V extensions of OpenGL 4.6 drivers.
The landscape of APIs for accelerating vision and neural network software using specialized processors continues to rapidly evolve. Many industry-standard APIs, such as OpenCL and OpenVX, are being upgraded to increasingly focus on deep learning, and the industry is rapidly adopting the new generation of low-level, explicit GPU APIs, such as Vulkan, that tightly integrate graphics and compute. Neil Trevett presented the "Vision Acceleration API Landscape: Options and Trade-offs" tutorial at the May 2017 Embedded Vision Summit.
Godot Engine now supports the full glTF 2.0 specification. With the release of Godot 3.0 alpha1, users needed more content to test with the new 3D engine. Sites like Sketchfab provide plenty of PBR-ready assets for downloading, and plugins that export scenes from other popular game engines to this format. The surprise, though, is how good this format is for video game asset exchange. Nothing as good existed before, and it solves a problem that we, as an industry, have been struggling with for a long time. Khronos, with glTF 2.0, has given us a fantastic chance to standardize a smooth workflow between 3D modelling software and game engines. To better understand why, a list of previous attempts will be explained and why they failed.