xeoEngine is an open-source WebGL-based 3D visualization engine which supports glTF as its native data format. xeoEngine intentionally does not yet load animations, cameras and lights from glTF. Instead, it focuses on loading static models while allowing us to access their components via its scene graph API, so that we can programmatically rig them with our own tweens, lights, cameras and so on. Also, xeoEngine currently ignores glTF shaders, opting instead to rely on its own internally-generated shaders.
Shaderific version 4.0 is now available. Shaderific is an educational app for iPad, iPhone and iPod touch that makes it possible to write, compile and test OpenGL ES 2.0 and OpenGL ES 3.0 shader programs directly on any iOS device. Version 4.0 adds support for iPad Pro taking full advantage of the bigger screen as well as support for Multitasking with Slide Over and Split View. To complement the existing anaglyph 3D rendering capabilities a new 3D mode has been added for left-right stereo image rendering. Furthermore, rendering on an external display connected via Lightning Digital AV Adapter is now supported in addition to the default screen mirroring.
The Khronos Group will be hosting a series of sessions again this year at Green Space in San Francisco. Lined up this year on March 16th will be sessions on WebGL, glTF, Chapters and Vulkan. A Khronos Social for developers to meet and chat with the developers that create some of the Khronos APIs will wrap up the day. Starting the day will be the now famous JPR Press Briefing on the Gaming Market. Complete details and registration for the Khronos sessions are available online. For anyone that cannot make the sessions, we will have live streaming and videos of the event will be available afterwards.
Fast UI Draw, source code available on github, has now been open sourced. Fast UI Draw is a high performance Canvas renderer that is tuned for Intel GPU's (but can work for other GPU's) that under significant load is much faster than many other Canvas renderers. Fast UI Draw when running has very few GPU states, very few draw calls even under very complicated scenes. In addition, Fast UI Draw has a unique methodology to handle clipping that allows for applications to have rotations, projection, and clipping without incurring significant CPU load from setting, saving or restoring clipping. Fast UI Draw is available under the MPLv2 and a very alive project undergoing active development.
AMD has released a highly optimized open source implementation of the Khronos OpenVX computer vision specification for x86 CPUs and GPUs using OpenCL. The release also includes an open source “graph optimizer” that inspects an OpenVX graph and removes/replaces/merges functions to improve performance and minimize bandwidth. Scripting tools enable rapid prototyping and enables calling any OpenCV functions from within an OpenVX application
At the end of January, Joe Davis was at the ISART Digital in Paris to join a panel discussion titled New Graphics APIs discussion panel at the dawn of Vulkan. The meeting was organized and chaired by Christophe Riccio from Unity and Chapter Leader for Paris, and focused on the Khronos Group’s new Vulkan graphics and compute API.
The LWJGL project is hosting Vulkan bindings for the Java programming language. There is support now through their nightly builds on Windows and Linux. This Vulkan support in LWJGL complements the project's many other Khronos API binding support including OpenGL, OpenGL ES, EGL and OpenCL.
At this year’s Game Developer Conference, we will be hosting a day of developer sessions on our PowerVR GR6500 ray tracing GPU and Vulkan. You can also visit our booth (#1902) at the GDC Expo for a personal look at the latest in mobile graphics and to get your questions answered by our experts.
Folks from RenderDoc have written an introductory 'Vulkan in 30 minutes' post with a specific target audience in mind, namely those who have a good grounding in existing APIs (e.g. D3D11 and OpenGL) and understand the concepts of multithreading, staging resources, synchronisation and so on but want to know specifically how they are implemented in Vulkan. Take a moment to read this whirlwind tour of what the main Vulkan concepts look like.
VulkanSharp is one of the newest Vulkan projects providing bindings for a programming language. VulkanSharp is being developed under the Mono umbrella for providing C# / .NET bindings for the Vulkan API. Story originally found on Phoronix.