CL3VER, the cloud based platform for interactive 3D presentations, releases CL3VER 3.0, the new generation of the platform dedicated to engineers, architects, and other design professionals. 3.0 a much improved version of the CL3VER platform that includes WebGL GPU-based real-time lightmap technology, V-ray material support and a new scene sharing system that will speed up the production workflow for WebGL based interactive 3D presentations.
Gabe Newell, co-founder and managing director of Valve, talks Steam Machines, Free Source 2.0 Engine, the growth of PCs, Steam Controller and Vulkan.
Voices of VR has three new podcasts featuring Neil Trevett, President of the Khronos Group. The podcasts include an overview of the Khronos Group, the new Vulkan API, OpenCL 2.1 and SPIR-V.
As more and more devices support the OpenGL ES 3.1 graphics feature set, there needs to be a benchmark to test these devices and see how well they do with OpenGL ES 3.1 games that take advantage of all the new features. RightWare has released its newest version of Basemark ES, which is also the only benchmark tool available on the market to test the new OpenGL ES 3.1 features -- Basemark ES 3.1.
The complete Khronos Vulkan session from offsite GDC is now online:
Please join us at 2PM pacific time for a Live Stream of the second and last Vulkan session at GDC. There will be better quality video and slides available in the next few days.
LunarG has posted a video providing an overview of GLAVE, an open source tool for debugging Vulkan applications. GLAVE is being developed by Valve and LunarG.
G-Truc Creation has posted an excellent and well balanced overview of SPIR-V – The first open standard intermediate language for parallel compute and graphics. "I am looking forward to the shading language revolution that SPIR-V will lead to, one step at a time!" sums up Christophe Riccio.
Mozilla is introducing a preview of WebGL 2, which is still under development by the WebGL working group. WebGL 2 is based on OpenGL ES 3.0, and brings with it many improvements and additions to help developers create stunning visuals on the Web. WebGL 2 will raise many restrictions and add new capabilities compared to WebGL 1. For example, while WebGL 1 only required support for being able to render using 8 textures at a time, WebGL 2 raises this minimum limit to 32.
The Khronos Group announced the availability of technical previews of the new Vulkan™ open standard API for high-efficiency access to graphics and compute on modern GPUs used in a wide variety of devices. This ground-up design, previously referred to as the Next Generation OpenGL Initiative, provides applications direct control over GPU acceleration for maximized performance and predictability, and uses Khronos’ new SPIR-V™ specification for shading language flexibility. Vulkan initial specifications and implementations are expected later this year and any company may participate in Vulkan’s ongoing development by joining Khronos.
Video of Live Vulkan Session
Vulkan Feedback thread: We look forward to hearing from you.
Overview slide: Powerpoint presentation outlining Vulkan