Join the Khronos Group at the Marriott Pinnacle Downtown in Vancouver, BC for a full-day workshop on Vulkan. We will briefly cover the basics, then dive into the details you need. Planned topics include:
• Vulkan tools and resources: SDK, Validation Layers, and Vulkan Loader
• vktrace for desktop and Android
• C/C++ with Vulkan-Hpp
• SPIR-V Tools (GLSLang, SPIR2CROSS, and others)
• Keeping your GPU fed without getting bitten
• Vulkan Tutorial - We'll get into some code!
• Vulkan game development on Android - a case study from Samsung
• SV porting story from Oculus
• Panel/Q&A with ISVs, IHVs, and Presenters: Performance recommendations, practical advice, and answers to your questions
The early-registration price is CAD$149 (about US$112) through January 16. Starting on January 17 the price is CAD$199.
Khronos Milano Chapter is thrilled to announce that for the January 25th event, Marco Trivellato, lead engineer at Unity Technologies, and contributor in the WebGL Working Group, will fly from London to present Unity WebGL. Space will be limited for this event so please take a moment to reserve your spot today.
If you’re at CES, be sure to stop in and see us at the CTA reception Jan 6, 4-6PM, Venetian, Level 2, Bellini 2005. Meet Khronos President Neil Trevett.
Starting today, Sketchfab is proud to announce their support of the glTF file format. Zip up your glTF file along with any accompanying assets and then drag and drop into a browser window at Sketchfab.com. This method allows you to upload glTF files no matter which 3D software package you used to create the file. The addition of glTF means we now support over 30 file formats! In addition, the Sketchfab revised Unity exporter plugin will leverage the glTF format behind-the-scene to transmit 3D files in the most efficient, accurate way possible. If you’re interested in downloading example files visit the Sketchfab glTF page.
Basemark has launched the VRTrek Library, enables the VR industry to analyze and provide a better user experience for end users. VRTrek Library is aimed for VR HMD vendors and software developers to measure the latency of an HMD when running various applications. Latency is one of the biggest challenges in the Virtual Reality (VR) industry. While wearing a VR Head Mounted Display (HMD), people notice even the smallest of delays between what’s displayed at the screen and what the brain expects.
FotoNation Limited and VeriSilicon Holdings Co., Ltd have entered into an agreement to jointly develop a next generation image processing platform that offers best-in-class programmability, power, performance and area for computer vision (CV), computational imaging (CI) and deep learning. The market-ready IP platform, named IPU 2.0, will be available for customer license and design in the first quarter of 2017. IPU 2.0 offers a unified programing environment and pre-integrated imaging features for a wide range of applications across surveillance, automotive, mobile, IoT and more. IPU 2.0 will use open initiatives such as OpenVX and OpenCL.
Web3D 2017 will be held in Brisbane Australia June 5-7 at Queensland University of Technology. The Call for submissions is now open with a dead line set for February 13th. With WebGL now widely supported by default in modern browsers, tools such as X3D, X3DOM, Cobweb, three.js, glTF, and A-Frame VR are allowing nearly anyone to create Web3D content. Submissions being accepted now for Papers, Posters, Workshops, Tutorials and the Art Gallery.
Shaderific version 4.1 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 4.1 adds full support for iOS 10. Furthermore, the release includes a new shader for Conway's Game of Life that demonstrates the use of the newly introduced custom uniforms. The cell size can be determinded and shadow effects can be enabled to provide a variety of beautiful rendering options. To provide full flexibilty to the user Shaderifc now supports importing Game of Life patterns in the form of text files. The patterns are automatically converted to textures that can be used as start configurations.
Radeon Pro Software Crimson ReLive Edition includes open-source tools that redefine visual and audio quality. Radeon Loom software overcomes formidable technology challenges with the processing-intensive video stitching process that is vital to creating cinematic 360-degree video experiences in VR. Built upon the Khronos OpenVX computer vision framework as implemented by AMD, the professional-grade Radeon Loom software stitches output from up to 24 cameras live in real-time and up to 31 cameras offline.