Amazon is now accepting pre-orders on the new Vulkan Programming Guide: The Official Guide to Learning Vulkan. The Vulkan Programming Guide is the essential, authoritative reference to this new standard, for graphics programmers at all levels of experience, in any Vulkan environment, on any platform. The book is written by John Kessenich and Graham Sellers, both Khronos Group members.
NVIDIA just posted the next installment of their Vulkan tips blog series. This episode talks about memory management. Vulkan offers another key difference to OpenGL with respect to memory allocation. When it comes to managing memory allocations as well as assigning it to individual resources, the OpenGL driver does most of the work for the developer. This allows applications to be developed, tested and deployed very quickly. In Vulkan however, the programmer takes responsibility meaning that many operations that OpenGL orchestrates heuristically can be orchestrated based on an absolute knowledge of the resource lifecycle.
The deadline for IWOCL 2016 submissions has been extended to Friday 12th February, giving everyone a couple of extra weeks to pull their abstracts together. There will be no further extensions.
ntel developers have been working on adding OpenCL support to the Quick Color Management System (QCMS) as used by the Chrome and Firefox web-browsers for color management for JPEG/PNG/WebP images containing an embedded ICC profile.
The Immersive Technology Alliance held a VR Fest Panel at the Palms Casino Resort during CES in January 2016. The 5 person panel, all Khronos members consisted of Ryan McCall, Director of Sales and Business Development, Futuremark; Frank Soqui, General Manager Enthusiast Desktop Group, Intel; Daryl Sartain, Director of VR, Radeon Technology Group and AMD and VR Council Chair; Tero Sarkkinen, CEO, Basemark; and Neil Trevett, VP Mobile Ecosystem, Nvidia and President of the Khronos Group. The video for this panel is now online.
Cyrille Fauvel will present a short overview of the glTF format – a specification for the efficient transmission and loading of 3D scenes and models by applications – followed by a more detailed discussion and demonstration of the FBX to glTF converter that he has recently created.
Khronos member Jason Ekstrand from Intel discussed the new Vulkan graphics API and its impact on Open-source software at Fosdem'16 over the weekend. The presentation slides from his talk are now available online.
Croteam, the studio that brought us the amazing Serious Sam series and The Talon Principle, are closely following the development of Vulkan and are prepared to use it. Given their track record, it's very likely that Croteam will be one of the first studios to provide Vulkan support in its games.
Khronos member StreamComputing launched an educational initiative that aims to get more developers to study and use OpenCL in their projects. Within this project, up to 20 collaborators will port as many GEGL operations to OpenCL as possible. Vincent Hindriksen and Adel Johar who organized this project looked for a way for the group to educate themselves. One of the ways was to gamify the porting by benchmarking the kernels and defining winners, and another was to optimize kernels within StreamComputing to push the limits. Victor Oliveira, who wrote most of the OpenCL code in GEGL, joined the GEGL-OpenCL project to advise.
In a continuation of NVIDIA's first Vulkan post, here they go further into details of one of the most common state changes in scene rendering: binding shader resources such as uniform- or storage-buffers, images or samplers.