Developers related stories

AMDVLK Open-Source Radeon Driver Arrives With Vulkan 1.1 Support

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The AMD developers working on the official Vulkan Linux driver, AMDVLK, have just uploaded their revised code supporting Vulkan 1.1. With around 13,000 lines of new code, they have enabled Vulkan 1.1 support within their AMDVLK/XGL code-base.

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Intel Publishes 56 Patches For Conformant Vulkan 1.1 Support With ANV Driver

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Intel has joined the party with NVIDIA and AMD in offering launch-day Linux driver support for the new Vulkan 1.1 update from The Khronos Group. This ANV Vulkan driver support continues targeting Broadwell "Gen 8" graphics hardware and newer. Learn more about the Intel drivers.

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Blog from LPGPU2: Exploring SYCL with LPGPU2 CodeXL

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This blog will give a quick run through of the SYCL profiling features that have been developed in the latest version of LPGPU2 CodeXL. LPGPU2 CodeXL is not yet available to the public but it was made available to the LPGPU2 consortium during February 2018. It is the aim to make a version of CodeXL with SYCL profiling features available when the project is completed.

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Khronos Group Releases Vulkan 1.1

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The Khronos Group announces the release of the Vulkan 1.1 and SPIR-V 1.3 specifications. Version 1.1 expands Vulkan’s core functionality with developer-requested features, such as subgroup operations, while integrating a wide range of proven extensions from Vulkan 1.0. Khronos will also release full Vulkan 1.1 conformance tests into open source and AMD, Arm, Imagination, Intel Corporation, NVIDIA and Qualcomm have implemented conformant Vulkan 1.1 drivers.

Vulkan now ships natively on almost all GPU-enabled platforms, including Windows 7, 8.X, 10, Android 7.0+ and Linux, plus Khronos recently announced open source tools to enable Vulkan 1.0 applications to be ported to macOS and iOS. Vulkan has widespread support in leading games engines including Unreal, Unity, Source 2 from Valve, id Tech, CroTeam’s Serious Engine, CryEngine, and Xenko. Vulkan is being used in over 30 cutting-edge games on diverse desktop and mobile platforms, including Doom, Quake, Roblox, The Talos Principle, Dota 2, and is the exclusive API used in AAA titles such as Wolfenstein II and Doom VFR.

Read the press release and learn more about the Vulkan 1.1 specification and associated tests and tools on the Vulkan home page.

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Khronos Standards for Neural Networks and Embedded Vision workshop

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Registration now open for the Khronos Standards for Neural Networks and Embedded Vision workshop at the Embedded Vision Summit in Santa Clara. Early bird pricing is now $99. This seminar is intended for engineers, researchers, and software developers who develop vision and neural network applications and want to benefit from transparent HW acceleration. Also, managers that want to get a general understanding of the structure and uses of Khronos standards.

Buy your tickets today

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Vulkan Applications Enabled on Apple Platforms

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The Khronos Group announces that the Vulkan Working Group's Portability Initiative has been working with Khronos members Valve, LunarG, and The Brenwill Workshop to enable Vulkan applications to be ported to Apple platforms. The Vulkan Portability resource page links to a collection of free and open source set of tools, SDKs, and runtime libraries to enable Vulkan development on macOS and deployment on macOS and iOS platforms. Valve is extending Dota 2 using the Vulkan tools on macOS to achieve significantly higher performance than native OpenGL drivers. Vulkan support for Dota 2 on macOS will be released in the coming months as a free update.

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Magnum graphics engine 2018.02 released with WebGL 2.0 support

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A new milestone of the Magnum C++11/C++14 graphics engine brings WebGL 2.0 and WebAssembly, VR support, lots of niceties for Windows users, iOS port, new experimental UI library, improved testing capabilities, support for over 80 new asset formats, new examples and much more.

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Triton Ocean SDK 4.0 supports OpenGL 4.5 and multi-threaded, bindless rendering

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Sundog Software released version 4.0 of its ocean water simulation library for OpenGL, the Triton Ocean SDK. Triton 4 features a re-architecture to align it with modern rendering architectures, and uses OpenGL 4.5 and certain NVidia extensions to implement a Vulkan-like approach to rendering water. Multi-threaded processing of command lists, bindless rendering, and bindless uniform buffer objects all work to maximize performance, especially when rendering multiple views concurrently in VR applications. Triton has also updated to use NVidia's CUDA Toolkit 9.1 under the hood for accelerating the Fast Fourier Transforms that power its ocean wave model. Triton allows you to simulate physically-accurate seas for any sea state or swell conditions, and supports ship wakes, reflections, rotor wash, coastal effects, and more. It's used worldwide in hundreds of maritime training systems and games.

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Screen-filling Rasterization using Screen-aligned Quads and Triangles with OpenGL

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CG Internals published a blog article covering screen-filling rasterization using graphics hardware and modern OpenGL. The findings are applicable to OpenGL ES, Vulkan, and WebGL as well. For rendering screen-filling geometry we usually have to choose between a screen-aligned quad and a screen-aligned triangle. But - is there a difference? If so, which approach is better than the other? In this article we want to show you the differences between both approaches and offer an alternative. Following the theoretical analysis we introduce a demo program and evaluate screencasts together with multiple performance measures.

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Verge3D 1.0 Released

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Verge3D is based on WebGL and integrate a glTF exporter. Verge3D enables developing and publishing models, scenes and entire 3D web applications online. Verge3D includes a visual editor called Puzzles which allows for setting up interactive scenarios for your web apps. This tool is based on Google’s Blockly framework used in education and other industries. If you are a 3D artist, you will appreciate Puzzles which gives you the power to directly express your creativity in the realm of interactive 3D Web.

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