2018 IWOCL

2018 IWOCL Banner
May 14-16, 2018
St-Catherines College, Oxford, UK

The 6th International Workshop on OpenCL

The International Workshop on OpenCL (IWOCL) is the annual meeting of OpenCL application developers, researchers and suppliers to share OpenCL best practice and to promote the evolution and advancement of the OpenCL standard. The workshop is open to anyone who is interested in contributing to, and participating in the OpenCL community.

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DHPCC++ 18 (Distributed & Heterogeneous Programming in C/C++)

Distributed & Heterogeneous Programming for C/C++ (DHPCC++) will take place on the workshop track of the International Workshop on OpenCL (IWOCL 18). IWOCL 2018 will be held in Oxford, UK, on May 14-16, 2018.

Registration for DHPCC++’18 will be completed on the IWOCL 2018 Conference website.


Khronos Group Keynote and Panel

Once again we can confirm that Neil Trevett, Khronos Group President, OpenCL Working Group Chair and VP NVIDIA will be on hand at IWOCL to present the latest OpenCL announcements, including updates to the roadmap as well the latest news on SPIR, SYCL and Vulkan.  In addition many of the members of the Khronos OpenCL working group will be participating on our ‘panel of experts’ to answer all your questions during the panel discussion.  As always we expect this to be a lively and informative session. So have your questions ready!

SideFX to Present Invited Talk

We are delighted to announce that Jeff Lait from SideFX, the developers behind the Houdini 3D animation software, will be presenting an invited talk at IWOCL 2017 titled: “Exposing OpenCL to Artists”.  In the talk Jeff will share how they use OpenCL to access both GPU and CPU acceleration and how despite the technical nature of OpenCL, many artists have taken the chance to write their own kernels to speed up their effects. Jeff is a senior mathematician at SideFX where he has worked on Houdini since version 1.0, it’s now on release 16.5! He has contributed to geometry processing, rigid body solvers, and fluid simulations and has also had the “joy” of working with many architectures over the years: SGI, Alpha, x86, Itanium, PS2, and PS3; and is still waiting for the system that solves more problems than it causes.

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