Current events are located here. We've collected some of the more interesting items from this event for you:
We have some fantastic sessions at Moscone, and we’re also holding additional sessions at SF Green Space (see map and directions below), a 5-minute walk from Moscone. Take a break from the Moscone crowds and join us for API sessions, complimentary beverages, free reference cards and other goodies, and much more.
Date: Thursday, March 5 | Time: 10:00am - 11:00am | Location: Room 2006, West Hall
Johan Andersson | Technical Fellow, Electronic Arts, Frostbite Engine Team
Pierre-Loup Griffais | Developer, Valve Software
John McDonald | Developer, Valve Software
Niklas Smedberg | Senior Engine Programmer, Epic Games
Dan Baker | Graphics Architect, Oxide Games
Aras Pranckevicius | Graphics Architect, Unity Technologies
Hear Valve discuss the new Vulkan API
Witness the unveiling of Khronos Vulkan: the upcoming cross-platform graphics API designed for modern programming techniques and processors! Vulkan will be the singular choice for developers who demand peak performance in their applications. Join Valve and other technology experts as they present a technical overview of the API, advanced techniques and live demos of real-world applications running on Vulkan drivers and hardware. Attendees DO need a GDC conference or exhibitor pass to attend.
Livestream of Vulkan Session: Better quality is coming
Date: Thursday, March 5 | 1st session: 12:00pm – 1:30pm | 2nd session: 2:00pm – 3:30pm
Location: SF Green Space
Neil Trevett | President of The Khronos Group, OpenCL Work Group Chair, VP Mobile Content, NVIDIA
Pierre-Loup Griffais | Developer, Valve Software
Tom Olson | glNext Work Group Chair, ARM
Graham Sellers | AMD
John Kessenich | Senior Compiler Architect, LunarG
If you can’t attend the 10:00 am Valve session or you just want to know more, take a five-minute walk to SF Green Space (see map and directions below) and escape the Moscone crowds. Join Khronos Group members for details about Vulkan, previously known as glNext, and the new SPIR-V intermediate language. Many of the speakers and demos presented at the Valve session will be on hand for in-depth Q&A. Join us for “first come first served” reference guides, snacks, wine, and more!
You DO NOT need a GDC conference or exhibitor pass to attend, however seating is limited. If the first session is full, come to the encore session at 2:00. Please register for your session below.
Date: Wednesday, March 4 | Time: 3:00pm – 4:30pm | Location: SF Green Space
Neil Trevett | Intros and OpenCL Ecosystem | President of The Khronos Group, OpenCL Work Group Chair, VP Mobile Content, NVIDIA
Lee Howes | OpenCL 2.1 and OpenCL C++ | Senior staff engineer, Qualcomm
Colin Riley | SYCL | Games Technology Director, Codeplay
Raun Krisch | SPIR | Staff Engineer, Intel
Join Khronos technology experts to learn about this week’s significant announcements in the OpenCL ecosystem; including the new OpenCL 2.1 specification, the SPIR-V cross-API intermediate language and updates on SYCL. While you're here, pick up a reference guide, and snacks while you schmooze! Attendees DO NOT need a GDC conference or exhibitor pass to attend.
OpenCL Session is Over
Date: Wednesday, March 4 | Time: 5:00pm – 8:30pm | Location: SF Green Space
Come to the WebGL meetup for a 90-minute demo and Q&A session. Hear the latest news about WebGL 2.0, the devices on which WebGL is now supported (you'll be surprised!), and WebVR. See the latest products and rendering techniques. Bring your questions about performance, functionality and any other WebGL-related topics!
Stay for a beer bash from 6:30 - 8:00 PM! Attendees DO NOT need a GDC conference or exhibitor pass to attend.
OpenGL ES 3.1 is the latest iteration of OpenGLES released by the Khronos Group for mobile devices and it has recently been extended by Google with the Android Extension Pack. Together, they extend the standard graphics API with new functionality aimed at bringing desktop-quality rendering to mobile platforms.Intel was one of the first hardware vendors to fully support the new API in its GPUs, and Fractal Combat X was the first OpenGLES 3.1 powered Android title released to the community. The game leverages the new API in a number of ways including PCF shadow sampling and texture sampling in the vertex shader. Besides OpenGLES 3.1, the game also exploits several Intel-specific OpenGLES extensions. Geometry shaders are used for high-quality particle rendering, and hardware tessellation improves terrain geometric resolution and viewing distance.This joint session by Egor Yusov, Jon Kennedy and Davide Pasca (lead developer of Fractal Combat X) will cover new functionality exposed in OpenGLES 3.1, the Android Extension Pack and Intel extensions and how they were used in Fractal Combat X. Davide will also talk about his experience developing for Intel platform, including the following:
Date: Wednesday, March 4 | Time: 2:00pm - 3:00pm | Location: West Hall Room 3003
OpenGL ES 3.1 provides a rich set of tools for creating stunning images. This talk will cover best practices for using advanced features of OpenGL ES 3.1 on ARM Mali GPUs, using recently developed examples from the Mali SDK. We'll also look at some of the extended functionality available in Android L with the Android Extension Pack, and present best practices for using advanced features on mobile platforms. Finally, we'll look at how mobile graphics APIs are evolving and what the future might hold.
Date: Thursday, March 5, 2015 | 10:00am - 6:30pm | West Hall, Room 3001
A full day of OpenGL ES, NVIDIA SHIELD related presentations:
Conveniently located between San Francisco’s SOMA and Financial Districts, SF Green Space is just steps away from the San Francisco Museum of Modern Art, Moscone Center, Yerba Buena Gardens, and San Francisco’s top hotels and restaurants. Public transportation and numerous parking garages are located within two blocks of the space.
Walking distance from Moscone: 657 Mission St, Ste 200, San Francisco, CA 94105
Complete exhibitors list is available online.
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