Khronos Releases OpenVX 1.1 Specification for High Performance, Low Power Computer Vision Acceleration

Expanded range of processing functions; Enhanced flexibility for data access and processing; Full conformance tests available; Safety Critical specification in development

May 2nd 2016 – Embedded Vision Summit, Santa Clara, CA – The Khronos Group, an open consortium of leading hardware and software companies, announces the immediate availability of the OpenVX™ 1.1 specification for cross platform acceleration of computer vision applications and libraries. OpenVX enables performance and power optimized computer vision algorithms for use cases such as face, body and gesture tracking, smart video surveillance, automatic driver assistance systems, object and scene reconstruction, augmented reality, visual inspection, robotics and more. Conformant OpenVX 1.0 implementations and tools are shipping from AMD, Imagination, Intel, NVIDIA, Synopsis and VeriSilicon. OpenVX 1.1 builds on this momentum by adding new processing functions for use cases such as computational photography, and enhances application control over how data is accessed and processed. An open source OpenVX 1.1 sample implementation and full conformance tests will be available in the first half of 2016. Details on the OpenVX specifications and Adopters Program are available at: www.khronos.org/openvx.

“More and more products are incorporating computer vision, and OpenVX addresses a critical need by making it easier for developers to harness heterogeneous processors for high performance, low power vision processing – without having to become processor experts,” said Jeff Bier, founder of the Embedded Vision Alliance.  “This is essential for enabling the widespread deployment of visual intelligence in devices and applications.”

The precisely defined specification and conformance tests for OpenVX make it ideal for deployment in production systems where cross-vendor consistency and reliability are essential. Additionally, OpenVX is easily extensible to enable nodes to be deployed to meet customer needs, ahead of being integrated into the core specification.

The new OpenVX 1.1 specification is a significant expansion in the breadth and flexibility of vision processing functionality and the OpenVX graph framework:

  • Definition and processing of Laplacian pyramids to support computational photography use cases;
  • Median, erode and dilate image filters, including custom patterns;
  • Easier and less error prone methods to read and write data to and from OpenVX objects; 
  • Targets - to control on which accelerator to run nodes in a heterogeneous device;
  • More convenient and flexible API for extending OpenVX with user kernels;
  • Many other improvements and clarifications to infrastructure functions and vision nodes.

“This is an important milestone towards widespread adoption of OpenVX in embedded platforms running computer vision algorithms,” said Victor Erukhimov, President, Itseez and chair of the OpenVX working group. “The new vision functions that we added enable exciting use cases, and refined infrastructure API gives developers more flexibility for creating advanced computer vision applications."

About OpenVX

OpenVX abstracts a vision processing execution and memory model at a much higher level than general compute frameworks such as OpenCL, enabling significant implementation innovation and efficient execution on a wide range of architectures while maintaining performance portability and a consistent vision acceleration API for application development. An OpenVX developer expresses a connected graph of vision nodes that an implementer can execute and optimize through a wide variety of techniques such as: acceleration on CPUs, GPUs, DSPs or dedicated hardware, compiler optimizations, node coalescing, and tiled execution to keep sections of processed images in local memories. This architectural agility enables OpenVX applications on a diversity of systems optimized for different levels of power and performance, including very battery-sensitive, vision-enabled, wearable displays.

Future Safety Critical Standards

Vision processing will be a vital component of many emerging safety critical market opportunities including Advanced Driver Assistance Systems (ADAS), autonomous vehicles and medical and process control applications. The OpenVX working group is developing OpenVX SC, a safety critical version of OpenVX for to address the unique and stringent requirements of these high reliability markets. The Safety Critical working group at Khronos is building on the experience of shipping the OpenGL® SC 2.0 specification for high reliability use of modern graphics programmable shader engines, and is developing cross-API guidelines to aid in the development of open technology standards for safety critical systems. Any interested company is welcome to join Khronos for a voice and a vote in these development processes.

OpenVX and Khronos APIs at Embedded Vision Summit, 2-4 May, Santa Clara, CA
There are multiple presentations and workshops related to OpenVX and other Khronos APIs on May 2nd-4th at the Embedded Vision Summit in Santa Clara, CA, including:

  • How Computer Vision Is Accelerating the Future of Virtual Reality at 3:30PM, Monday 2nd by AMD
  • NVIDIA VisionWorks, a Toolkit for Computer Vision using OpenVX at 3:15PM, Tuesday 3rd by NVIDIA
  • Using the OpenCL C Kernel Language for Embedded Vision Processors at 3:45PM, Tuesday 3rd by Synopsys
  • The Vision API Maze: Options and Trade-offs at 4:30PM, Tuesday 3rd by Khronos
  • Programming Embedded Vision Processors Using OpenVX at 5PM, Tuesday 3rd by Synopsys
  • Whole day hand-on workshop Accelerate Your Vision Applications with OpenVX on Wednesday 4th

Details about the Embedded Visions Summit are here: www.embedded-vision.com/summit and specific details on the Khronos full day OpenVX tutorial including speakers from AMD, Intel, Imagination, NVIDIA, Synopsis and TI are here:
http://www.embedded-vision.com/summit/accelerate-your-vision-applications-openvx.

Industry Support for OpenVX 1.1

“AMD fully supports OpenVX with our open source release,” said Raja Koduri, senior VP and chief architect, Radeon Technologies Group at AMD. “We have enabled computer vision developers with access to OpenVX on the entire range of PC platforms, from embedded APUs to high-end workstation GPUs and the fully open source access also facilitates developers to port OpenVX to other platforms based on AMD GCN architecture easily.”

“OpenVX can be a valuable starting point for accelerating creation and adoption of vision applications, and can enable easier access to vision applications in safety-critical areas such as automotive and factory automation,” said Chris Longstaff, director of business development, Imagination Technologies. “Imagination is supporting OpenVX, development of the OpenVX SC specification and inclusion of important new features such as computational neural networks, across our PowerVR GPUs and vision IP offerings. These processors are at the heart of many of the world’s mobile, automotive and embedded devices, providing developers with ideal platforms to develop vision applications.”

“Vision processing is increasingly important for a range of real world applications. It is a fundamental technology for advanced driver assist systems and gesture recognition as a method of user interaction,” said Mobica's CTO, Jim Carroll. “Mobica is excited to be working on the development of such applications and enabling acceleration technology for OpenVX 1.1 - we anticipate that it will be a fundamental technology for many aspects of next generation computing devices.”

“OpenVX is a vital component of the VisionWorks SDK on the Jetson embedded platform,” said Deepu Talla, vice president and general manager for Tegra at NVIDIA. “VisionWorks enables developers to quickly configure efficient GPU-based vision acceleration for their applications, and NVIDIA has extended the core OpenVX functionality to meet our customer’s needs.”

“As an early adopter of the OpenVX standard, VeriSilicon congratulates the Khronos Group on reaching this major milestone,” said Shanghung Lin, vice president for Vision Image Products at VeriSilicon. “Our customers have enthusiastically embraced OpenVX conformant solutions in our VIP (Vision Image Processor) line that being designed into silicon products for automotive, video surveillance and other IoT applications. OpenVX has been accelerating mass-market adoption of computer vision applications such as natural user interfaces, always-on cameras, and Automotive Driver Assistance Systems, and OpenVX 1.1 makes a significant step toward more flexible support for vision processing and computational photography. We are proud to support the OpenVX standard with our VIP, with a power/performance/area optimized architecture for novel vision processing use cases on mobile, home, automotive, and embedded platforms.” 

About The Khronos Group

The Khronos Group is an industry consortium creating open standards to enable the authoring and acceleration of parallel computing, graphics, vision, sensor processing and dynamic media on a wide variety of platforms and devices. Khronos standards include Vulkan™, OpenGL®, OpenGL® ES, WebGL™, OpenCL™, SPIR™, SPIR-V™, SYCL™, WebCL™, OpenVX™, EGL™, COLLADA™, and glTF™. All Khronos members are enabled to contribute to the development of Khronos specifications, are empowered to vote at various stages before public deployment, and are able to accelerate the delivery of their cutting-edge media platforms and applications through early access to specification drafts and conformance tests. More information is available at www.khronos.org.

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Khronos, Vulkan, DevU, SPIR, SPIR-V, SYCL, WebGL, WebCL, COLLADA, OpenKODE, OpenVG, OpenVX, EGL, glTF, OpenKCAM, StreamInput, OpenWF, OpenSL ES and OpenMAX are trademarks of the Khronos Group Inc. ASTC is a trademark of ARM Holdings PLC, OpenCL is a trademark of Apple Inc. and OpenGL is a registered trademark and the OpenGL ES and OpenGL SC logos are trademarks of Silicon Graphics International used under license by Khronos. All other product names, trademarks, and/or company names are used solely for identification and belong to their respective owners.

CoreAVI Releases the Industry’s First OpenGL SC 2.0 Suite of Graphics Drivers

Available with complete DO-178C Level A safety certification evidence, CoreAVI delivers the first ever OpenGL SC 2.0 graphics drivers. On display at the Aviation Electronics Conference in Munich (April 20-21, 2016), CoreAVI demonstrates its OpenGL SC 2.0 graphics drivers running on Curtiss-Wright’s rugged VPX3-133 SBC (NXP T2080) and VPX3-716 (AMD Radeon E8860 GPU) graphics module executing VxWorks RTOS and Presagis’ VAPS XT HMI graphics development tool.

Munich, Germany. Aviation Electronics Europe, April 20, 2016. Core Avionics & Industrial Inc (“CoreAVI”) announced today the immediate availability of the industry’s first OpenGL SC 2.0 graphics driver. CoreAVI’s new product announcement coincides with the Khronos Group’s official release of the OpenGL SC 2.0 API specification that is developed specifically to address the unique and stringent safety requirements of high reliability display system markets, including avionics DO-178C and automotive ISO 26262 safety standards.

CoreAVI is a member of Khronos and is an active contributor in the safety critical working group tasked with the development of new safety critical graphics and compute API standards. The OpenGL SC 2.0 definition is the successful result of lengthy research and collaboration amongst members of Khronos’s safety critical working group. Building on the large number of worldwide customer deployments and successful avionics certifications using CoreAVI’s OpenGL SC 1.x drivers, CoreAVI’s new OpenGL SC 2.0 drivers allows their customers to take greater advantage of the performance gains by utilizing modern graphics processor shader engines while still maintaining the ability to achieve the highest levels of safety certification.

CoreAVI’s OpenGL SC 2.0 drivers support AMD, ARM, NXP and Intel processor families and are designed to facilitate graphics subsystems running on multiple virtualized guest operating systems, secure partitions and multicore platforms. CoreAVI’s new OpenGL SC 2.0 driver suite is an important addition to its existing portfolio of products that includes its range of OpenGL ES/SC driver variants, video encode and decode drivers, GPU software safety monitors, DO-178C and DO-254 certification packages, temperature screened GPUs and 20 year component supply programs.

“CoreAVI’s latest OpenGL SC 2.0 product milestone is another example of CoreAVI delivering world class technology to those using AMD processors in the avionics and high reliability markets,” said Stephen Turnbull, director of  embedded vertical segments, AMD. “CoreAVI continues to be a valuable technical partner to support our avionics customers that require graphics and video on embedded safety-critical platforms.”

“CoreAVI is VeriSilicon’s trusted partner to enable our Vivante graphics IP to act in high reliability and safety critical roles” says David Jarmon, Senior Vice President of Sales and Business Development, “VeriSilicon recognizes that CoreAVI’s investments in the development of its latest safety certifiable OpenGL SC 2.0 libraries is a major milestone that further empowers the avionics and automotive electronics manufacturers with a solution that is both high performance and safety certifiable achieving the required deterministic behaviors that significantly lowers overall risk for the user.  CoreAVI’s OpenGL SC 2.0 libraries represent a watershed moment in the embedded GPU industry’s history – by bringing such a high standard of safety and determinism to the embedded GPU space that before now was extraordinarily difficult, if not impossible, to achieve.”

“CoreAVI and Khronos’ safety critical working group members have successfully developed and released the new OpenGL SC 2.0 API specification,” said Neil Trevett, president of the Khronos Group and vice president at NVIDIA. “Khronos is pleased that CoreAVI, a key member of Khronos’ safety critical working group, has taken the initiative to develop and release the first OpenGL SC 2.0 driver into the market.”

About Core Avionics & Industrial Inc.
Core Avionics & Industrial Inc. (“CoreAVI”), a Channel One company, provides “program ready” embedded graphics and video processors and advanced graphics solutions to mil-aero and high reliability embedded systems manufacturers. CoreAVI’s products include 20+ year component supply management, temperature-screened versions of the AMD Radeon™ graphics processors and embedded graphics and video driver support for real-time operating systems and safety critical platforms. CoreAVI’s program support includes complete RTCA DO-178C / EUROCAE ED-12C Level A safety critical certification evidence for safety critical environments.  www.coreavi.com

Product is based on a published Khronos specification and is expected to pass the Khronos Conformance Process when available. Current conformance status can be found at www.khronos.org/conformance.

 

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CoreAVI and the CoreAVI logo are trademarks of Core Avionics & Industrial Inc.  All other trademarks, product or service names are the property of their respective owners.

Khronos Releases OpenGL SC 2.0 for Shader Programmable Safety Critical Graphics

Streamlined API reduces certification costs for Avionics and Automotive Systems;
GLSL shaders provide enhanced graphics with increased performance and reduced power

April 20th 2016 – Aviation Electronics Europe, Munich – The Khronos Group, an open consortium of leading hardware and software companies, announces the immediate availability of the OpenGL® SC 2.0 specification for bringing programmable graphics to systems that require system safety certification. The OpenGL SC 2.0 API specification has been developed by the Khronos Safety Critical working group to address the unique and stringent requirements of high reliability display system markets, including FAA DO-178C and EASA ED-12C Level A for avionics, and ISO 26262 safety standards for automotive. Building on the large number of worldwide customer deployments and successful avionics certifications using OpenGL SC 1.0, OpenGL SC 2.0 enables high reliability system manufacturers to take advantage of modern graphics programmable shader engines while still achieving the highest levels of safety certification.  More information on OpenGL SC 2.0 and Khronos safety critical specifications and activities is available at: http://www.khronos.org/safetycritical.

About OpenGL SC 2.0

OpenGL SC 1.0 defined a safety critical subset of the OpenGL ES™ 1.0 fixed function graphics pipeline. OpenGL SC 1.0 shipped in 2005, with minor updates to OpenGL SC 1.0.1 in 2009. OpenGL SC 2.0 is a subset of OpenGL ES 2.0 that includes GLSL-based programmable shaders to enable enhanced graphics functionality, with increased performance and reduced power. OpenGL SC 2.0 removes all debug functionality from OpenGL ES 2.0 but incorporates the OpenGL robustness extension into the core specification for scheduling and memory access integrity. OpenGL SC 2.0 is designed to be both deterministic and testable while retaining compatibility with existing OpenGL ES 2.0-capable silicon, enabling the immediate deployment of high-volume desktop, mobile and embedded silicon solutions.

"OpenGL SC 2.0 marks the start of a new era of Safety Critical standards by the Khronos group to address a growing industry need for safety critical technologies," says Erik Noreke Technology Visionary and chair of the Safety Critical working group. "With smart technologies becoming more and more prevalent in daily life with such things as autonomous vehicles and operator assistance, I am proud to be part of the Khronos effort to deliver the safety critical standards for not only high performance graphics, but also compute and vision."

See OpenGL SC 2.0 at Aviation Electronics Europe, Munich, (April 20-21)
OpenGL SC 2.0 implementations are already operational and are being publicly demonstrated:

  • CoreAVI is demonstrating its OpenGL SC 2.0 graphics drivers* running on Curtiss Wright’s rugged VPX3-133 SBC (NXP QorIQ T2080) and VPX3-716 COTS graphics module executing Wind River VxWorks RTOS and Presagis’ VAPS XT HMI graphics development tool;
  • Presagis is demonstrating CoreAVI’s OpenGL SC 2.0 graphics drivers* running on NXP QorIQ P3041 quad core processor with AMD’s Radeon E8860 GPU graphics processor executing Wind River VxWorks RTOS and Presagis’ VAPS XT HMI graphics development tool.

Future Safety Critical Standards
Visual computing acceleration will be a vital component of many emerging safety critical market opportunities including Advanced Driver Assistance Systems (ADAS), autonomous vehicles and new generation avionics systems. The Safety Critical working group at Khronos has a remit to develop safety critical versions of other Khronos specifications, including Vulkan™ for high-efficiency graphics and compute. The OpenVX™ working group at Khronos is also developing a safety critical version of this standard for low power vision processing. The Safety Critical working group will build on the experience of shipping OpenGL SC, but is also looking to develop cross-API guidelines to aid in the development of open technology standards for Safety Critical systems.  Any interested company is welcome to join Khronos for a voice and a vote in this development process.

Industry Support for OpenGL SC 2.0
“OpenGL SC 2.0 enables avionics, automotive, and safety critical system manufacturers to unlock the power per watt performance capabilities of modern graphics processors utilizing programmable graphics pipelines,” says Steve Viggers, vice president of software at CoreAVI. “Available today, CoreAVI has delivered the industry’s first OpenGL SC 2.0 driver designed to achieve the most stringent safety certifications, including the FAA DO-178C Level A and ISO 26262 ASIL D standards.”

“Traditional safety critical software domains are opening up to the benefits offered by leading edge graphics technologies. Mobica are working on OpenGL SC 2.0 solutions with our automotive and semiconductor partners to build leading edge products such as in-car UIs,” says Jim Carroll, CTO of Mobica. The enhancements introduced in OpenGL SC 2.0 will enable the use of these technologies for a wider range of companies, market sectors and ultimately, end-users.”

“I am delighted that Presagis is at the forefront of this major change for the Embedded Graphics industry,” says Jean-Michel Brière, general manager at Presagis. “Using the power of GPU-based shaders opens immense possibilities in terms of HMI design and performance.’’

"Codeplay is excited to be part of the Safety Critical working group and involved in the development of open standards that will allow applications like self-driving cars to be developed in a standardized, safe, and secure way" says Andrew Richards, CEO of Codeplay.

About The Khronos Group

The Khronos Group is an industry consortium creating open standards to enable the authoring and acceleration of parallel computing, graphics, vision, sensor processing and dynamic media on a wide variety of platforms and devices. Khronos standards include Vulkan™, OpenGL®, OpenGL® ES, WebGL™, OpenCL™, SPIR™, SPIR-V™, SYCL™, WebCL™, OpenVX™, EGL™, COLLADA™, and glTF™. All Khronos members are enabled to contribute to the development of Khronos specifications, are empowered to vote at various stages before public deployment, and are able to accelerate the delivery of their cutting-edge media platforms and applications through early access to specification drafts and conformance tests. More information is available at www.khronos.org.

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Khronos, Vulkan, DevU, SPIR, SPIR-V, SYCL, WebGL, WebCL, COLLADA, OpenKODE, OpenVG, OpenVX, EGL, glTF, OpenKCAM, StreamInput, OpenWF, OpenSL ES and OpenMAX are trademarks of the Khronos Group Inc. ASTC is a trademark of ARM Holdings PLC, OpenCL is a trademark of Apple Inc. and OpenGL is a registered trademark and the OpenGL ES and OpenGL SC logos are trademarks of Silicon Graphics International used under license by Khronos. All other product names, trademarks, and/or company names are used solely for identification and belong to their respective owners.

* Product is based on a published Khronos specification and is expected to pass the Khronos Conformance Process when available. Current conformance status can be found at www.khronos.org/conformance.

Khronos Releases OpenCL 2.2 Provisional Specification with OpenCL C++ Kernel Language for Parallel Programming

SYCL 2.2 and SPIR-V 1.1 provisional specifications also released to complement and support OpenCL C++

April 18th 2016 – International Workshop on OpenCL, Vienna – The Khronos Group, an open consortium of leading hardware and software companies, announces the immediate availability of the OpenCL™ 2.2, SYCL™ 2.2 and SPIR-V™ 1.1 provisional specifications. OpenCL 2.2 incorporates the OpenCL C++ kernel language for significantly enhanced parallel programming productivity. SYCL 2.2 enables host and device code to be contained in a single source file, while leveraging the full power of OpenCL C++. SPIR-V 1.1 extends the intermediate representation defined by Khronos with native support for shader and compute kernel features to fully support the OpenCL C++ kernel language. These new specifications can be found at www.khronos.org and are released in provisional form to enable developers and implementers to provide feedback before finalization, including at the Khronos forums.

“OpenCL 2.2 brings the most developer-requested feature into core – the OpenCL C++ kernel language,” said Neil Trevett, president of Khronos and chair of the OpenCL working group.  “Overall, Khronos is releasing three specifications today in a coordinated push to increase parallel programming productivity: OpenCL 2.2 has been released in parallel with SPIR-V 1.1 which brings support for the OpenCL C++ kernel language into the Khronos-defined intermediate language, and SYCL 2.2 which leverages OpenCL 2.2 to provide the power of single source C++ programming.”

About OpenCL 2.2

OpenCL 2.2 defines the OpenCL C++ kernel language as a static subset of the C++14 standard.  OpenCL C++ includes classes, templates, lambda expressions, function overloads and many other constructs to increase parallel programing productivity through generic and meta-programming.

OpenCL library functions can now take advantage of the C++ language to provide increased safety and reduced undefined behavior while accessing features such as atomics, iterators, images, samplers, pipes, and device queue built-in types and address spaces.

Pipe storage is new a device-side type in OpenCL 2.2 that is useful for FPGA implementations by making connectivity size and type known at compile time, enabling efficient device-scope communication between kernels.

OpenCL 2.2 also includes features for enhanced optimization of generated code: applications can provide the value of specialization constants at SPIR-V compilation time, a new query can detect non-trivial constructors and destructors of program scope global objects, and user callbacks can be set at program release time.

About SYCL 2.2

SYCL 2.2 enables the capabilities of OpenCL 2.2 to be leveraged while keeping host and device code in a single source file. SYCL aligns the hardware features of OpenCL with the direction of the C++ standard, so that developers can write C++ template libraries that exploit all the capabilities of compute devices, from the smallest OpenCL 1.2 embedded device to the most advanced OpenCL 2.2 accelerators, without writing proprietary or non-standard code. The open-source C++ 17 Parallel STL for SYCL, hosted by Khronos, enables the upcoming C++ standard to support OpenCL 2.2 features such as shared virtual memory, generic pointers and device-side enqueue.

OpenCL C++ and SYCL between them now provide developers the choice of two C++ approaches. For developers who want to separate their device-side kernel source code and their host code, the C++ kernel language can be the best option. This is the approach taken with OpenCL C today, as well as the widely-adopted approach taken by shaders in graphics software. The alternative approach, commonly called ‘single-source’ C++, is the approach taken by SYCL, OpenMP and the C++ 17 Parallel STL. By specifying both SYCL and the C++ kernel language, Khronos provides developers maximum choice, while aligning the two specifications so that code can be easily shared between these complementary approaches.

“Codeplay continues to support and drive these evolving open standards enabling advanced heterogeneous processor solutions,” says Andrew Richards, CEO of Codeplay and chair of the SYCL working group. “Accelerated vision processing applications in mobile, cloud, IoT and automotive ADAS benefit from improved Khronos open standards simplifying the overall parallel software development process.”

About SPIR-V 1.1

SPIR-V (Standard Portable Intermediate Representation) is the first open standard, cross-API intermediate language for natively representing parallel compute and graphics. SPIR-V 1.1 now supports all the kernel language features of OpenCL C++ in OpenCL 2.2, including initializer and finalizer function execution modes to support constructors and destructors. SPIR-V 1.1 also enhances the expressiveness of kernel programs by supporting named barriers, subgroup execution, and program scope pipes.

Specialization constants, previously available for Vulkan™ graphics shaders in SPIR-V 1.0, are now available to OpenCL kernel programs in SPIR-V 1.1. This feature allows a single SPIR-V module to express a family of parameterized OpenCL kernel programs by embedding compile-time settings that can be specialized at runtime.  This eliminates the need to ship multiple variants of a device program, or recompiling them from source on-the-fly with different compilation settings, leading to massive savings in shipped program size or application startup time.

“OpenCL C++ is a plus-plus for the entire industry,” said AJ Guillon, founder and chief technical officer, YetiWare Inc. “The OpenCL working group, based on significant developer feedback, has committed to maintaining the idioms and style of C++ in OpenCL C++.  This is a BIG deal for developers that want both maximum performance and code elegance, and something we will integrate in YetiWare’s OpenCL training programs immediately.”

About The Khronos Group

The Khronos Group is an industry consortium creating open standards to enable the authoring and acceleration of parallel computing, graphics, vision, sensor processing and dynamic media on a wide variety of platforms and devices. Khronos standards include Vulkan™, OpenGL®, OpenGL® ES, WebGL™, OpenCL™, SPIR™, SPIR-V™, SYCL™, WebCL™, OpenVX™, EGL™, COLLADA™, and glTF™. All Khronos members are enabled to contribute to the development of Khronos specifications, are empowered to vote at various stages before public deployment, and are able to accelerate the delivery of their cutting-edge media platforms and applications through early access to specification drafts and conformance tests. More information is available at www.khronos.org.

 

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Khronos, Vulkan, DevU, SPIR, SPIR-V, SYCL, WebGL, WebCL, COLLADA, OpenKODE, OpenVG, OpenVX, EGL, glTF, OpenKCAM, StreamInput, OpenWF, OpenSL ES and OpenMAX are trademarks of the Khronos Group Inc. ASTC is a trademark of ARM Holdings PLC, OpenCL is a trademark of Apple Inc. and OpenGL is a registered trademark and the OpenGL ES and OpenGL SC logos are trademarks of Silicon Graphics International used under license by Khronos. All other product names, trademarks, and/or company names are used solely for identification and belong to their respective owners.

Khronos Releases Vulkan 1.0 Specification

  Multiple Hardware Drivers and Developer SDKs Immediately Available

February 16th 2016 – San Francisco – The Khronos Group, an open consortium of leading hardware and software companies, announces the immediate availability of the Vulkan™ 1.0 royalty-free, open standard API specification. Vulkan provides high-efficiency, cross-platform access to graphics and compute on modern GPUs used in a wide variety of devices from PCs and consoles to mobile phones and embedded platforms. This ground-up design, complementing the OpenGL® and OpenGL ES™ 3D APIs, provides applications direct control over GPU acceleration for maximized performance and predictability with minimized CPU overhead and efficient multi-threaded performance. Multiple Vulkan 1.0 hardware drivers and SDKs are available immediately for developers to begin creating Vulkan applications and engines. More information on Vulkan is available at https://www.khronos.org/vulkan/.

“We are extremely pleased at the industry’s rapid execution on the Vulkan API initiative.  Due to Vulkan’s cross platform availability, high performance and healthy open source ecosystem, we expect to see rapid uptake by software developers, far exceeding the adoption of similar APIs which are limited to specific operating systems,” said Gabe Newell, co-founder and managing director, Valve.

About Vulkan 1.0

Vulkan is the result of 18 months in an intense collaboration between leading hardware, game engine and platform vendors, built on significant contributions from multiple Khronos members. Vulkan is designed for portability across multiple platforms with desktop and mobile GPU architectures. Vulkan is available on multiple versions of Microsoft Windows from Windows 7 to Windows 10, and has been adopted as a native rendering and compute API by platforms including Linux, SteamOS, Tizen and Android.

By placing an unprecedented collection of Vulkan-related materials into open source, including the full Vulkan conformance tests, the specification source, and a rich set of software tools, Khronos is enabling strong community participation to drive API consistency and ecosystem evolution. All Khronos open source projects are available here: https://github.com/KhronosGroup.

“Vulkan has a huge potential! We’re only scratching the surface of what can be done with it, and porting The Talos Principle to Vulkan should be seen as a proof of concept,” said Dean Sekulic graphics engine specialist at Croteam. “Vulkan in just one sentence? The endless war between performance and portability is finally over!”

Vulkan minimizes driver overhead for optimal graphics and compute performance and provides the direct GPU control demanded by sophisticated game engines, middleware and applications. Simpler, more predictable drivers provide performance and functional portability across a wide range of implementations. A key advantage of Vulkan over OpenGL is the ability to generate GPU work in parallel using many CPU cores, making Vulkan particularly useful for CPU-bound developers, eliminating a bottleneck in applications from diverse domains including games, computer-aided design and mobile apps.  Vulkan complements the traditional OpenGL and OpenGL ES APIs that provide a higher level of abstraction to access GPU functionality, which may be more convenient for many developers. Khronos will continue to evolve OpenGL and OpenGL ES in parallel with Vulkan to meet market needs.

“The Vulkan working group has been driven by more positive developer energy than any other Khronos project, resulting in the release of specifications, conformance tests, and open source SDK and compiler components in just 18 months,” said Neil Trevett, president of the Khronos Group and vice president at NVIDIA. “Vulkan does not replace traditional APIs, but it provides another choice for developers. In the right hands, Vulkan’s multi-threading and explicit resource management can enable a new class of smooth, high-performance engines and applications.”

Vulkan uses the Khronos SPIR-V™ intermediate representation defined by Khronos with native support for shader and compute kernel features. SPIR-V splits the compiler chain, enabling high-level language front-ends to emit programs in a standardized intermediate form to be ingested by Vulkan. Eliminating the need for a built-in high-level language source compiler significantly reduces GPU driver complexity and will enable a diversity of language front-ends. Additionally, a standardized IR provides a measure of shader IP protection, accelerated shader load times and enables developers to use a common language front-end, improving shader reliability and portability across multiple implementations.

Vulkan’s layered design enables a common, extensible architecture to install tool layers for code validation, debugging and profiling during development without impacting production performance. Khronos’ open source materials enable SDKs and tools to be built for any platform.

About the LunarG Vulkan SDK

LunarG has released the first Vulkan SDK for Windows and Linux concurrently with the Vulkan 1.0 specification. The SDK includes validation layers to ensure proper Vulkan API usage and improve portability across platforms and graphics hardware. Additional layers are available for taking screenshots, tracing API activity, and running other debugging tasks. The LunarG SDK contains sample programs and documentation to help developers accelerate application development. The LunarG SDK for Vulkan is open source and freely available from LunarXchange at vulkan.lunarg.com.

“Vulkan, by design, is a very low-level API that provides applications direct control over GPU acceleration with minimized CPU overhead and efficient multi-threaded performance,” says Karen Ghavam, CEO at LunarG Inc. “The SDK provides essential tools to aid application developers in developing to this lower level API.”

Industry Support for Vulkan 1.0

“The release of the Vulkan™ 1.0 specification is a huge step forward for developers. The Vulkan API, which was derived from Mantle, will bring the benefits of low-overhead high-performance Graphics API to the benefit of cross-platform and cross-vendor targeted applications,” said Raja Koduri, senior vice president and chief architect, Radeon Technologies Group, AMD. “The promotion of open and scalable technologies continues to be the focus at AMD, as a pioneer in the low-overhead API space. As a member of the Khronos Group, AMD is proud to collaborate with hardware and software industry leaders to develop the Vulkan API to ignite the next evolution in PC game development.”

“Vulkan 1.0 gives graphics app designers efficient, flexible control of the GPU and allows them to take full advantage of multicore CPU and ARM® big.LITTLE™ configurations,” said Tom Olson, director of graphics research, ARM. “Developers want to enhance the user experience but they also need to preserve mobile device battery life. Vulkan helps achieve this by enabling a route to delivering rich ARM Mali™-based graphics experiences in a highly efficient way.”

“Vulkan takes cross-platform performance and control to the next level,” said Bill Hollings of The Brenwill Workshop. “We are excited to be working through Khronos, the forum for open industry standards, to bring Vulkan to iOS and OS X.”

“We are excited to be working closely with Vulkan, and contributing in our area of expertise,” said Andrew Richards, CEO of Codeplay. “Our teams are driving forward using Vulkan and SPIR-V to provide an implementation allowing industries to develop breakthrough technologies in machine vision, big data processing and mobile applications.”

“As one of the major manufacturers for digital automotive instrument clusters and infotainment systems, Continental is delighted Vulkan finally is about to be released. Vulkan will provide a big step forward - to us as well as to the graphics community,” said Dr.-Ing. Ulrich Kabatek, principal technical expert graphic systems & 3D visualization, Continental Automotive GmbH. “As an explicit API it will allow Continental for tailored, efficient and even more high-quality graphics systems with custom safety levels. We wish Vulkan a successful first release and we are looking forward to use it for our sustainable, safe, comfortable, individual, and affordable solutions of tomorrow.”

  “Vulkan is an important milestone for the graphics industry, providing direct access to GPU acceleration that application developers have long demanded,” said Imad Sousou, vice president and general manager, Intel Open Source Technology Center. “Intel is proud to support this new technology by providing industry-certified drivers for three generations of Intel graphics platforms, all readily available to developers and end users, with more to come.” 

“At Imagination we’re pleased to be a major contributor to the Vulkan project, and to have been among the first to demonstrate it on mobile platforms. Now that the specification is released, we feel that it is important to get it into the hands of developers as soon as possible,” said Peter McGuinness, director of multimedia technology marketing, Imagination Technologies. “We’re distributing a developer image for the readily available Nexus Player, which features a PowerVR Series6 GPU. Developers can also access examples and tutorials on our Vulkan resources page (https://imgtec.com/vulkan) and can look forward to Vulkan support being extended to all our tools in the very near future.”

“Linaro is deeply pleased to see the culmination of collaborative Khronos efforts to produce the Vulkan 1.0 spec. We are excited that across mobile platforms,” said Tom Gall, director, Linaro mobile group tech lead, graphics, GPGPU. “Vulkan will very quickly become an important foundation stone, as system providers and developers tune their efforts to take advantage of Vulkan’s significant advancement of the state of the art in graphics.”

“Mobica are excited by the opportunities for the graphics community with the release of Vulkan. The improved performance will deliver obvious benefits for end users. A unified API for mobile and desktop platforms will also accelerate the software development process,” said Jim Carroll, CTO at Mobica. “We are glad to have supported Khronos with the creation of this technology, and look forward to further contributions to this next key standard for graphics.”

“The Vulkan API enables developers to get the best from NVIDIA GPUs, and we are proud of our role in its development,” says Tony Tamasi, senior vice president of content and technology, NVIDIA. “We are making Vulkan drivers available for Windows, Linux, and Android platforms, on the same day as the specification launch, and we’ll continue our work within Khronos to ensure Vulkan evolves to meet industry needs.”

“Starbreeze would like to thank the Khronos Vulkan Working Group for delivering the Vulkan API to the development community,” said Emmanuel Marquez, Starbreeze CTO. “We believe the Vulkan API will set the foundation for next generation graphics for years to come for the PC gaming industry and are proud to be a part of the project with our industry peers.”

“We are pleased to have contributed to the definition of Khronos’ new Vulkan API. Qualcomm Technologies, Inc. will be among the first to ship conformant Vulkan drivers, starting with our Qualcomm Snapdragon 820’s embedded Qualcomm Adreno 530 GPU, and subsequently with our Adreno 4xx series GPUs. Vulkan enables the next generation of graphics performance by adding multi-threaded command buffer generation and explicit control of advanced graphics capabilities within Adreno GPUs,” said Micah Knapp, director of product management, Qualcomm Technologies, Inc. “We expect to support Vulkan in the Snapdragon developer tools including Snapdragon Profiler and the Adreno SDK, to help application developers take advantage of this outstanding new API when creating graphics and compute applications for smartphones, tablets, VR HMDs and a variety of other types of devices that use Snapdragon processors.”

“Samsung is excited about Vulkan’s launch today, which will help expand the gaming ecosystem across platforms,” said Tae-Yong Kim, vice president, mobile communication business, Samsung Electronics. “We have been working within Khronos to support an open standard that will enable high performance and cutting-edge technologies. Vulkan will provide a more exciting, immersive user experience for mobile gaming.”

“As a Khronos Promoter and active member of the Vulkan definition effort, VeriSilicon welcomes the introduction of the new industry standard low-level GPU API Vulkan 1.0. VeriSilicon will provide support for Vulkan 1.0 across a wide range of Vivante GPUs,” said Wei-Jin Dai, executive vice president of VeriSilicon’s IP Division. “We are excited to see this brand new API to unleash the tremendous performance potential of both new and existing GPU hardware for a new generation of applications on a broad range of embedded devices from power-sipping IoT clients to a new class of low cost mobile compute solutions. We are particularly excited about the opportunities our Vulkan implementation brings automotive customers to have far more granular control over graphics quality of service resulting in improved implementations of highly desired security levels and features.”

See Vulkan at GDC 2016

Vulkan work group members will hold sessions for the public 2:00-7:00 PM on Wednesday March 16 at “Green Space” located at 657 Mission Street Suite 200, in San Francisco. There are also a large number of Vulkan-related presentations and activities to be seen at the Game Developers Conference held in San Francisco on March 14-18th 2016. Details are on the Khronos event page.

About The Khronos Group

The Khronos Group is an industry consortium creating open standards to enable the authoring and acceleration of parallel computing, graphics, vision, sensor processing and dynamic media on a wide variety of platforms and devices. Khronos standards include Vulkan™, OpenGL®, OpenGL® ES, WebGL™, OpenCL™, SPIR™, SPIR-V™, SYCL™, WebCL™, OpenVX™, EGL™, COLLADA™, and glTF™. All Khronos members are enabled to contribute to the development of Khronos specifications, are empowered to vote at various stages before public deployment, and are able to accelerate the delivery of their cutting-edge media platforms and applications through early access to specification drafts and conformance tests. More information is available at www.khronos.org.

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Khronos, Vulkan, DevU, SPIR, SPIR-V, SYCL, WebGL, WebCL, COLLADA, OpenKODE, OpenVG, OpenVX, EGL, glTF, OpenKCAM, StreamInput, OpenWF, OpenSL ES and OpenMAX are trademarks of the Khronos Group Inc. ASTC is a trademark of ARM Holdings PLC, OpenCL is a trademark of Apple Inc. and OpenGL is a registered trademark and the OpenGL ES and OpenGL SC logos are trademarks of Silicon Graphics International used under license by Khronos. All other product names, trademarks, and/or company names are used solely for identification and belong to their respective owners.

Khronos Releases OpenCL 2.1 and SPIR-V 1.0 Specifications for Heterogeneous Parallel Programming

Supercomputing 2015– November 16th 2015 – Austin, TX –The Khronos Group, an open consortium of leading hardware and software companies, today announced the ratification and public release of the OpenCL™ 2.1 and SPIR-V™ 1.0 specifications for heterogeneous parallel computation. Consumption of the new SPIR-V cross-API intermediate language is guaranteed in the core OpenCL 2.1 specification. Khronos has released open source utilities and extensions to enable use of SPIR-V in OpenCL 1.2 and 2.0, as well as the upcoming Vulkan™ graphics API, ensuring widespread availability of its powerful runtime capabilities for developers of parallel computation languages and frameworks. The OpenCL C++ kernel language released in the OpenCL 2.1 provisional specification is being finalized and will be released imminently, also using SPIR-V for run-time execution. The OpenCL 2.1 specification is available for immediate download at www.khronos.org/opencl/ and SPIR-V 1.0 is available at http://www.khronos.org/spir/.

SPIR-V 1.0 is an intermediate language fully defined by Khronos with unique, native support for graphics shaders and computational kernels. By providing a well formed compiler target, SPIR-V enables splitting of the compiler chain in graphics and compute intensive environments, so that high-level language and framework front-ends can emit programs to be efficiently executed by Vulkan or OpenCL drivers. Eliminating the need for a built-in high-level language source compiler significantly reduces GPU driver complexity and encourages a diversity of language front-ends. Additionally, a standardized intermediate language provides a measure of kernel IP protection, accelerated kernel load times and enables developers to use a common language front-end, improving kernel reliability and portability across multiple runtime implementations.

“The use of SPIR-V by Vulkan and OpenCL will fundamentally reshape the graphics and compute ecosystem by enabling diverse language and middleware front-ends to leverage the hardware community’s investment in optimized back-end drivers,” said Neil Trevett, president of the Khronos Group and chair of the OpenCL working group and vice president at NVIDIA. “OpenCL 2.1 places the power of SPIR-V into the hands of developers as quickly as possible while we put the finishing touches to the OpenCL C++ kernel language, which we are working to finalize and release as early as mid-2016.”

In parallel with the availability of the OpenCL 2.1 and SPIR-V 1.0 specifications, Khronos has released a number of open source utilities on GitHub to catalyze the use of SPIR-V:

     
  • A bi-directional translator between LLVM to SPIR-V to enable flexible use of both intermediate languages in tool chains;
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  • An OpenCL C to LLVM compiler that generates SPIR-V through the above translator;
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  • A SPIR-V assembler and disassembler.

In addition to these Khronos initiatives, there is already significant open source community activity using SPIR-V. Further details on these open source projects can be found here: https://www.khronos.org/spir/resources.

In addition to SPIR-V 1.0 support, OpenCL 2.1 brings enhancements to the OpenCL API, including:

     
  • Subgroups, which enable finer grain control of hardware threading, are now in core, together with additional subgroup query operations for increased flexibility;
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  • clCloneKernel enables copying of kernel objects and state for safe implementation of copy constructors in wrapper classes;
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  • Low-latency device timer queries for alignment of profiling data between device and host code.

Industry Support for OpenCL 2.1 and SPIR-V 1.0
“AMD is thrilled to see OpenCL™ include a standard intermediate language as a core component. We believe this opens the door for further innovation in high-level programming languages which can fully leverage the compute power of OpenCL capable devices,” says Greg Stoner, senior director at AMD. “We applaud the efforts of both the compute and graphics communities for defining a standard that can support both - this represents real progress for the industry.”

“We are excited to be part of this move forward with SPIR-V and OpenCL 2.1,” said Andrew Richards, CEO of Codeplay. “This also benefits C++ application developers since the Khronos SYCL™ framework for single source C++ programming will therefore be available on all OpenCL 2.1 enabled platforms.”

“Achieving high compute performance within a limited power budget is essential to the new wave of functions and apps in embedded and mobile systems. Heterogeneous compute is now firmly established as the way to achieve that, and Imagination is delighted that Khronos is directly addressing this objective with the OpenCL 2.1 and SPIR-V 1.0 standards,” said Peter McGuinness, director of multimedia technology marketing, Imagination Technologies. “GPU compute is the bedrock of massively parallel power-efficient acceleration, and these new standards will stimulate the rapid deployment of more functional, compelling apps across a wide range of platforms.”

“Mobica is excited by all of the recent developments from the Khronos Group in graphics and parallel computing. The bringing together of OpenCL 2.1 and Vulkan to use SPIR-V 1.0 as an intermediate language in core is excellent news for the graphics and parallel computing industry,” said Jim Carroll, CTO Mobica.

OpenCL at Supercomputing 2015
  There are OpenCL-related presentations and activities at Supercomputing 2015 in Austin on November 15-20th:

OpenCL Booth #285
  The OpenCL Booth is the go-to place at SC’15 to engage in technical conversations about OpenCL, SYCL, and SPIR. Visit the booth to receive free OpenCL, SPIR™, and SYCL stickers and OpenCL 2.1 and SYCL 1.2 reference guides.

Tutorial: Portable Programs for Heterogeneous Computing: A Hands-on Introduction
  Monday, Nov 16 | 8:30am - 5:00pm | Room 17B
  This tutorial will provide lectures and exercises where students can use their own laptops (Windows, Linux or OS/X) to log into a remote OpenCL server. More information and calendar links.

OpenCL BOF: Flocking Together: Experience the Diverse OpenCL Ecosystem
  Wednesday, Nov 18 | 5:30pm – 7:00pm | Room 17AB
  The strength of OpenCL is in how it was created and maintained by a consortium of like-minded organizations. This session will start with an overview of the newly released OpenCL 2.1 and SPIR-V 1.0 specifications and the SYCL 1.2 abstraction layers. Attendees will have the opportunity to experiment with implementations and tools from multiple vendors, including Altera, AMD, Codeplay Software, Intel, and Xilinx. We invite attendees to bring their code and their toughest questions and join the OpenCL many-core mashup. More information and calendar links.

About The Khronos Group
The Khronos Group is an industry consortium creating open standards to enable the authoring and acceleration of parallel computing, graphics, vision, sensor processing and dynamic media on a wide variety of platforms and devices. Khronos standards include Vulkan™, OpenGL®, OpenGL® ES, WebGL™, OpenCL™, SPIR™, SPIR-V™, SYCL™, WebCL™, OpenVX™, EGL™, COLLADA™, and glTF™. All Khronos members are enabled to contribute to the development of Khronos specifications, are empowered to vote at various stages before public deployment, and are able to accelerate the delivery of their cutting-edge media platforms and applications through early access to specification drafts and conformance tests. More information is available at www.khronos.org.

 

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Khronos, Vulkan, DevU, SPIR, SPIR-V, SYCL, WebGL, WebCL, COLLADA, OpenKODE, OpenVG, OpenVX, EGL, glTF, OpenKCAM, StreamInput, OpenWF, OpenSL ES and OpenMAX are trademarks of the Khronos Group Inc. ASTC is a trademark of ARM Holdings PLC, OpenCL is a trademark of Apple Inc. and OpenGL is a registered trademark and the OpenGL ES and OpenGL SC logos are trademarks of Silicon Graphics International used under license by Khronos. All other product names, trademarks, and/or company names are used solely for identification and belong to their respective owners.

MAXON JOINS THE KHRONOS GROUP

Developer of Cinema 4D Brings 3D Know-how to International Consortium for Open Standards

Friedrichsdorf, Germany – November 04, 2015: MAXON, the leading developer of professional 3D modeling, painting, animation and rendering solutions, is pleased to announce it has joined the Khronos™ Group industry consortium. By joining the Khronos Group, MAXON reasserts its ongoing commitment to support the development of open standards that enable the authoring and acceleration of 3D graphics, games and media on a wide variety of platforms and devices. MAXON will work intensively on the definition and implementation of open exchange and render formats.

The Khronos Group is a non-profit consortium, founded by leading manufacturers in the CG industry and is based in Beaverton, Oregon. The Khronos Group’s goal is the development and deployment of uniform, open formats for the rendering and exchange of graphic and dynamic content, including libraries such as OpenGL, WebGL and the COLLADA format, which have already established themselves as industry standards or are on their way in doing so. Khronos Group members actively support the development of the Khronos API specifications and communicate throughout all phases of development with regard to universal standards that make graphics content cross-platform compatible and accessible on various output devices.

MAXON has always been dedicated to providing users tools that offer an intuitive workflow and cross-platform compatibility,” explains MAXON Computer CTO and co-founder Harald Schneider. “Open standards for file exchange and rendering graphics are a foundation for the successful cooperation of artists on their projects. We are glad to offer Khronos our expertise from more than 25 successful years in 3D computer graphics development.

Cinema 4D has already been offering support for several of the formats and specifications defined by Khronos, such as COLLADA and OpenGL, for several years. Additional formats can be implemented more effectively and continuously refined by the members of the Khronos Group.

About Khronos Group:
The Khronos Group is a not for profit, member-funded consortium focused on the creation of royalty-free open standards for parallel computing, graphics and dynamic media on a wide variety of platforms and devices. All Khronos members are able to contribute to the development of Khronos API specifications, are empowered to vote at various stages before public deployment, and are able to accelerate the delivery of their cutting-edge 3D platforms and applications through early access to specification drafts and conformance tests. To get involved, please visit our Summary of Membership Rights and Benefits and review our diagram of "How the Khronos Group Works".

Further info about Khronos Group:
www.khronos.org

Khronos Finalizes glTF 1.0 Specification for Efficient, Interoperable Transmission of 3D Scenes and Models

Extensible format to enable ongoing innovation in 3D streaming and compression

HTML5DevConf– October 19th 2015 – San Francisco, CA –The Khronos Group, an open consortium of leading hardware and software companies, today announced that the glTF™ 1.0 (GL Transmission Format ) royalty-free specification for transmission and loading of 3D content has been finalized for Ratification and is immediately available for use by tools and application vendors.  glTF is an efficient, interoperable asset delivery format that compresses the size of 3D scenes and models, and minimizes runtime processing by applications using WebGL™ and other APIs.  glTF also defines a common publishing format for 3D content tools and services. More information on glTF specifications and activities is available at: https://www.khronos.org/gltf/.

“Amazing market opportunities are created when a standard emerges for efficiently transmitting and processing media data across the Internet.  glTF will be as significant for 3D applications as JPEG and MP3 were for pictures and music,” said Neil Trevett, president of the Khronos Group and vice president at NVIDIA and chair of the Khronos 3D Formats Working Group.  “glTF 1.0 provides baseline asset transport capabilities that every 3D application can use, and enables powerful extensibility for ongoing innovation in asset streaming and compression.”

Traditional 3D modeling formats, such as COLLADA™, are designed to exchange 3D assets within authoring workflows, but are not optimized for download or loading efficiency.  Many applications convert assets to proprietary runtime formats, preventing tools from producing standardized models that can be consumed by any 3D application.

glTF defines a vendor- and runtime-neutral format that can be loaded and rendered with minimal processing. The format combines an easily parsable JSON scene and material description, which references binary geometry, textures and animations.  glTF can be loaded efficiently into WebGL applications with minimal additional parsing and processing to create full hierarchical runtime scenes with nodes, meshes, cameras and animations.

“The WebGL and OpenGL™ APIs have brought 3D visualization to billions of consumers,” observed Tony Parisi, vice president of Platform Products at WEVR and co-editor of the glTF specification.  “But until now there was no standardized way to get 3D data into those applications. glTF will enable a proliferation of 3D content for applications including entertainment, education, digital marketing, social media, and virtual reality, across all platforms.”

3D models and scenes may be used in a wide variety of applications, and so glTF is an extensible format to enable ongoing innovation around delivery, compression and streaming technologies for diverse use cases. Any company may define a vendor extension to glTF to meet their business needs, and Khronos provides a cooperative forum for widely used extensions to be standardized.  Extensions available at the launch of glTF 1.0 include the ability to use binary scene descriptions and high precision rendering for geospatial applications.   Extensions in development include sophisticated streaming of very large 3D CAD models from Fraunhofer IGD and advanced 3D mesh compression using 3DGC technology from the MPEG Consortium.

The glTF specification has been openly developed with the specification and source of multiple converters and loaders freely available on GitHub.  Tools available at launch include offline and online convertors from COLLADA to glTF produced by Khronos, Analytical Graphics Inc. and Motorola Mobility, an FBX to glTF convertor in development by Autodesk, and loaders for leading WebGL engines including three.js, Microsoft’s Babylon.js, Cesium and X3DOM.

Industry Support

“In an industry characterized by a myriad of proprietary 3D formats, glTF addresses the need for standardization and sets the foundation for an ecosystem of OpenGL-based viewing and processing tools,” said Stefano Corazza, senior principal scientist at Adobe.

“glTF has some remarkable features that will make it simple for developers to include and run 3D digital assets in their web or mobile applications,” said Cyrille Fauvel, senior ADN Sparks manager at Autodesk.

“Unlocking 3D content from proprietary desktop applications to the cloud creates massive new opportunities for collaboration. Designers can share their work much earlier in the process, makers can show what their objects will look like before being printed, educators can incorporate interactive elements to the courses they produce, and much more. This future is so close we can feel it - the hardware is capable, the browsers are capable, now if only we could solve the content pipeline. Having an interoperable standard for tools manufacturers and engine developers to work against is a huge step - go glTF!,” said Ross McKegney , Platform @ Box.

“glTF will enable WebGL engines to reuse an ecosystem of asset pipeline tools, which will help both engines and tools move forward faster,” said Patrick Cozzi, principal graphics architect, Cesium.

“We are actively participating in the development of glTF because we strongly believe that declarative 3D and large model visualization will benefit from a standard for the efficient transmission of 3D resources,” said Johannes Behr, head of department Visual Computing System Technologies at Fraunhofer IGD.

“The conversion process of heavy elements such CAD and 3D sensor data is currently cumbersome due to a broken chain of legacy file formats and standardization gaps.  Even though cloud computing and perceptual wearable hardware is capable of supporting interactive visual elements, 3D quality and visual trade-offs are almost inevitable when streaming to hands-free displays. glTF will democratize this process while removing obstacles for a number of once complex use cases.  It will be especially useful for Augmented and Mixed Reality interoperability,” said Sam Murley, Research & Development Manager, DMI.

“It was obvious for the babylon.js team that glTF was a must have feature in order to integrate well within the 3D ecosystem,” said David Catuhe, principal program manager at Microsoft and author of babylon.js.

“Once the work began on glTF, the Babylon.js team quickly understood that glTF is set to become a highly significant standard,” said Julien Moreau-Mathis, Babylon.js team member, Microsoft.

“Defining a 3D graphics transmission model is challenging due to the extensive diversity of 3D graphics representations and use cases. Consequently, in contrast with images and video, the 3D ecosystem is being held back by a lack of a simple and universally efficient data representation. glTF has an important role by defining a foundation on which application specific compression and transmission components can be incrementally added. We are looking forward to glTF extensions to enable efficient MPEG compression technologies for 3D graphics to be widely deployed,” said Marius Preda of the MPEG Consortium.

“The Open Geospatial Consortium is currently developing a 3D Portrayal Service that enables interoperable visualization of distributed 3D geospatial data. glTF perfectly fits into this development as a data delivery format  due to its compression and streaming capabilities,” said Volker Coors, chair 3D portrayal service standard working group, Open Geospatial Consortium.

“SRC is designed to exactly match Shape geometry in the Extensible 3D (X3D) International Specification, with proven HTML5 compatibility demonstrated by the open-source X3DOM project.  The Web3D Consortium is eager to integrate SRC compression and stream-ability as part of X3D version 4 development.  Web3D members are keen to continue partnered work with Khronos in this important area of Web interoperability,” said Don Brutzman, X3D working group chair.

About The Khronos Group

The Khronos Group is an industry consortium creating open standards to enable the authoring and acceleration of parallel computing, graphics, vision, sensor processing and dynamic media on a wide variety of platforms and devices.  Khronos standards include Vulkan™, OpenGL®, OpenGL® ES, WebGL™, OpenCL™, SPIR™, SPIR-V™, SYCL™, WebCL™, OpenVX™, EGL™, COLLADA™, and glTF™.  All Khronos members are enabled to contribute to the development of Khronos specifications, are empowered to vote at various stages before public deployment, and are able to accelerate the delivery of their cutting-edge media platforms and applications through early access to specification drafts and conformance tests.  More information is available at www.khronos.org.

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Khronos, Vulkan, DevU, SPIR, SPIR-V, SYCL, WebGL, WebCL, COLLADA, OpenKODE, OpenVG, OpenVX, EGL, glTF, OpenKCAM, StreamInput, OpenWF, OpenSL ES and OpenMAX are trademarks of the Khronos Group Inc. ASTC is a trademark of ARM Holdings PLC, OpenCL is a trademark of Apple Inc. and OpenGL is a registered trademark and the OpenGL ES and OpenGL SC logos are trademarks of Silicon Graphics International used under license by Khronos. All other product names, trademarks, and/or company names are used solely for identification and belong to their respective owners.

Khronos Invites Industry Participation to Create Safety Critical Graphics and Compute Standards

New ‘Safety Critical’ working group to adapt OpenGL ES and Vulkan APIs
for markets requiring system certification - including avionics and automotive

SIGGRAPH August 10th 2015 – Los Angeles, CA –The Khronos Group, an open consortium of leading hardware and software companies, today announced it is launching a new Safety Critical working group to develop open graphics and compute acceleration standards for markets that require system safety certification. Khronos previously developed the OpenGL® SC 1.0 specification that defined a safety critical subset of OpenGL ES 1.0. The new working group will adapt more recent Khronos standards including OpenGL ES with programmable shaders, and the new generation Vulkan™ API for high-efficiency graphics and compute. Work on detailed proposals is already underway, and companies interested to participate are welcome to join Khronos for a voice and a vote in the development process.  More information on Khronos safety critical specifications and activities is available at: https://www.khronos.org/safetycritical.

“Visual computing acceleration will be a vital component of many emerging safety critical market opportunities including Advanced Driver Assistance Systems (ADAS), autonomous vehicles and new generation avionics systems,” said Neil Trevett, president of the Khronos Group and vice president at NVIDIA.  “The new Safety Critical working group will build on the experience of shipping OpenGL SC, but now can adapt the latest open standards in the Khronos ecosystem for markets with demanding system certification requirements.”

The new Safety Critical working group is an evolution of the OpenGL ES Safety Critical Working Group that released the OpenGL SC 1.0 specification in 2005 with a fixed function graphics pipeline, with minor updates to OpenGL SC 1.0.1 in 2009. The working group will use DO-178C Level A / EASA ED-12C Level A as the safety critical benchmark for the avionics industry and ISO 26262 certifability to satisfy the safety critical requirements of the automotive industry.  The working group is also working to align its specifications with the Future Airborne Capability Environment (FACE™) consortium (www.opengroup.us/face) technical standard for graphics.

Industry Support

“Codeplay is excited to be contributing in this evolution of Khronos standards for safety critical solutions,” says Andrew Richards, CEO of Codeplay. “We are strongly involved in Khronos standards and the safety critical working groups will enable computer vision systems to prevent car accidents and save lives.”

“The development of a next generation Khronos graphics standard for safety critical systems is an important step to advance avionics, automotive, and other high reliability display systems,” says Steve Viggers, vice president of software at CoreAVI.

“KNU fully supports Khronos developing new graphics and computing API standards for safety critical applications,” says Nakhoon Baek, professor of Kyungpook National University.  “We expect that these new standard APIs will be widely used in safety-related applications by enabling the appropriate software quality certification process for each industry segment. As an academic organization, KNU will work to develop training programs, applications, tools and solutions using these new standard APIs.”

“Next generation automotive solutions call for advanced vision, rendering and compute capabilities in a high reliability system. Texas Instruments is focused on making cars safer and smarter through technology innovations and is excited to be participating in definition of Khronos standards for Safety Critical systems,” says Anand Balagopalakrishnan, architect, automotive graphics at Texas Instruments.

“It’s exciting to see the industry rally around building the next generation of Khronos safety critical APIs,” said Erik Noreke, technology visionary and Safety Critical working group chair. “As intelligent systems are being asked to take over more and more complex tasks, the need for safety critical standards for graphics, compute and vision processing is increasing at an astounding rate.”

3D Graphics API State of the Union BOF at SIGGRAPH 2015

Attendees at the SIGGRAPH 2015 Conference in Los Angeles are invited to the Khronos 3D Graphics API BOF at 5-7PM on Wednesday 15th at the JW Marriott LA Live in the Platinum Ballroom Salon F-I, immediately adjacent to the Convention Centre, to hear more details around the latest developments in the 3D ecosystem.  Full details of this and other Khronos-related SIGGRAPH sessions online at https://khr.io/sig2015.

About The Khronos Group

The Khronos Group is an industry consortium creating open standards to enable the authoring and acceleration of parallel computing, graphics, vision, sensor processing and dynamic media on a wide variety of platforms and devices.  Khronos standards include Vulkan™, OpenGL®, OpenGL® ES, WebGL™, OpenCL™, SPIR™, SPIR-V™, SYCL™, WebCL™, OpenVX™, EGL™, COLLADA™, and glTF™.  All Khronos members are enabled to contribute to the development of Khronos specifications, are empowered to vote at various stages before public deployment, and are able to accelerate the delivery of their cutting-edge media platforms and applications through early access to specification drafts and conformance tests.  More information is available at www.khronos.org.

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Khronos, Vulkan, DevU, SPIR, SPIR-V, SYCL, WebGL, WebCL, COLLADA, OpenKODE, OpenVG, OpenVX, EGL, glTF, OpenKCAM, StreamInput , OpenWF, OpenSL ES and OpenMAX are trademarks of the Khronos Group Inc.  ASTC is a trademark of ARM Holdings PLC, OpenCL is a trademark of Apple Inc. and OpenGL is a registered trademark and the OpenGL ES and OpenGL SC logos are trademarks of Silicon Graphics International used under license by Khronos.  All other product names, trademarks, and/or company names are used solely for identification and belong to their respective owners.

Khronos Expands Scope of 3D Open Standard Ecosystem

New generation Vulkan graphics and compute API supported by Android;
OpenGL ES 3.2 specification embraces AEP functionality for mobile;
Cutting edge desktop 3D hardware enabled with new OpenGL extensions

Download the Khronos Press Briefing slidedeck

SIGGRAPH August 10th 2015 – Los Angeles, CA –The Khronos Group, an open consortium of leading hardware and software companies, today announced significantly expanded scope and momentum for its family of open standard 3D graphics APIs.  Vulkan™, the new generation API for high-efficiency access to graphics and compute on modern GPUs, is on track for implementation and specifications later this year. It has received support from Android, SteamOS, Tizen, and multiple Linux distributions, including Ubuntu and Red Hat.   The new OpenGL® ES 3.2 specification absorbs AEP (Android Extension Pack) functionality to enhance pervasive graphics capabilities across mobile, consumer, and automotive devices.  A set of OpenGL extensions will also expose the very latest capabilities of desktop hardware.   More information on all Khronos specifications is available at: https://www.khronos.org.

About Vulkan

Vulkan gives applications direct control over GPU acceleration for maximized performance and predictability, and uses Khronos’ new SPIR-V™ intermediate language specification for shading language flexibility.  Vulkan minimizes driver overhead and enables multi-threaded performance on mobile, desktop, console, and embedded platforms.  In parallel with finalizing the Vulkan specification, Khronos is working to drive an in-depth Vulkan ecosystem to:

  • Reach out to key non-Khronos developers for feedback during specification drafting;
  • Construct an open source Vulkan conformance test suite leveraging and merging with the Android Open Source Project (AOSP) drawElements Quality Program (dEQP) framework to enable direct feedback and contributions from developers to resolve cross-vendor inconsistencies;
  • Develop a Vulkan tools architecture that can load code validation, debugging and profiling layers during development, without impacting production performance.  The first open source, cross-vendor Vulkan SDK is being developed by Valve working with LunarG;
  • Build key SPIR-V tools in open source, including translators from GLSL, OpenCL C and C++, a validator to check the correctness of any SPIR-V file and a SPIR-V assembler/disassembler.

“Hardware and software companies need an open 3D API to maximize market reach and minimize porting costs, and Vulkan is being forged by a broad consortium of industry leaders to do exactly that,” said Neil Trevett, president of the Khronos Group. “Vulkan’s adoption and availability on platforms such as Android, Windows, Linux and SteamOS will ensure strong developer support - creating a wealth of high-quality content and applications for any platform that leverages this royalty-free standard.”

About OpenGL ES 3.2

The new OpenGL ES 3.2 and OpenGL ES Shading Language 3.20 specifications bring AEP, plus additional functionality, into core OpenGL ES.  AEP is a set of OpenGL ES extensions announced last year to bring console-class gaming to Android.  OpenGL ES 3.2 will drive the pervasive availability of advanced desktop-class graphics functionality on a large class of mobile, consumer and automotive hardware, and will be adopted by Android.  OpenGL ES 3.2 capabilities include:

  • Geometry and tessellation shaders to efficiently process complex scenes on the GPU;
  • Floating point render targets for increased flexibility in higher precision compute operations;
  • ASTC compression to reduce the memory footprint and bandwidth used to process textures;
  • Enhanced blending for sophisticated compositing and handling of multiple color attachments;
  • Advanced texture targets such as texture buffers, multisample 2D array and cube map arrays; 
  • Debug and robustness features for easier code development and secure execution.

About OpenGL Extensions

The OpenGL extensions released today expose cutting-edge desktop graphics capabilities and pave the way for new versions of OpenGL when this functionality is pervasively available, including:

  • Streamlined sparse texture functionality to more effectively manage multisample sparse textures and uncommitted and unpopulated texture areas;
  • Enhanced shader functionality including interlocks to efficiently ensure proper execution order for multi-pass algorithms, 64-bit integer handling, control of coverage results in sample masks for early fragment testing, enhanced atomic counter capabilities and a 64-bit monotonically incrementing counter to derive local timing information;
  • Control over the number of threads used to compile shaders to accelerate compilation time;
  • Modifiable locations of samples within a pixel to increase multisample antialiasing quality;

Lastly, the OpenGL ES 3.2 compatibility extension enables the use of desktop OpenGL to develop mobile applications.

Industry Support

“AMD is thrilled to see the adoption this low-level, high-performance graphics API into an industry standard such as Vulkan” said Raja Koduri, corporate vice president, engineering, AMD.  “At AMD, we strive to deliver maximum performance and control into the talented hands of game and graphics application developers everywhere and we see Vulkan as an excellent step in that direction.”

“As a founding member of Khronos, ARM is fully supportive of the latest specification of open standard 3D graphics APIs,” said Jem Davies, vice president of technology, media processing group, ARM. “As the number of graphical devices in everyday life continues to grow, the new OpenGL ES and Vulkan APIs are important steps in enabling game and application developers to provide richer and more energy-efficient user experiences.”

“Intel is excited to be part of the continued rapid development of graphics APIs like Vulkan and OpenGL ES 3.2 and to showcase these APIs running on our hardware at SIGGRAPH 2015,” said Aaron Coday, director of visual computing engineering, Intel. “We can't wait to see what application developers can do with the new features and performance benefits they offer on Intel Architecture.”

“Imagination is proud to contribute to the continued development of Khronos APIs for mobile graphics. We believe that the availability and continued development of cutting edge, cross platform, open APIs like OpenGL ES and Vulkan is essential for a vibrant, healthy graphics ecosystem,” said Peter McGuinness, director of multimedia technology marketing, Imagination Technologies.

“Graphics developers need the best tools and APIs, so today NVIDIA is releasing the new OpenGL extensions and OpenGL ES 3.2 on Windows XP through 8.1 and Linux*,” said Barthold Lichtenbelt, senior director of Tegra graphics software at NVIDIA and chair of the OpenGL working group. “We welcome Vulkan’s adoption by Google, and will continue to work to ensure this new open standard enables amazing graphics across many platforms, including Android.” 

“Qualcomm Technologies has been a major contributor to the development of Vulkan which we intend to support with our upcoming Qualcomm Adreno™ GPUs for Qualcomm Snapdragon™ processors. We believe the Vulkan API will significantly reduce single-threaded overhead and increase multi-threaded efficiency, and consequently reduce power consumption for advanced mobile graphics applications,” said Avinash Seetharamaiah, senior director of engineering, Qualcomm Technologies, Inc.  “Furthermore, we think the advancements with the Vulkan API will help mobile game developers more easily and efficiently bring console game content to Snapdragon mobile devices. We look forward to the migration of efficiency improvements from Vulkan to the other widely used APIs from Khronos,” Seetharamaiah added. “We welcome the arrival of OpenGL ES 3.2, bringing features like hardware tessellation and geometry shaders to OpenGL ES, because providing console-class graphics features in the mobile space is a step we support wholeheartedly with our world class Adreno GPU solutions.”

“Samsung enhances consumer’s mobile experience through innovative technologies and we are convinced that Vulkan will enable highly improved gaming experiences to our users,” said Hyunho Park, senior vice president of the system software R&D team at Samsung Electronics. “Samsung has been deeply engaged within Khronos to shape the Vulkan API – especially in the formation of the Window System Integration standard with broad platform support. We will rapidly drive adoption of the Vulkan to the mobile ecosystem to provide a high-performance, cross-platform graphics standards to game developers and consumers.”

3D Graphics API State of the Union BOF at SIGGRAPH 2015

Attendees at the SIGGRAPH 2015 Conference in Los Angeles are invited to the Khronos 3D Graphics API BOF at 5-7PM on Wednesday 15th at the JW Marriott LA Live in the Platinum Ballroom Salon F-I, immediately adjacent to the Convention Centre, to hear more details around the latest developments in the 3D ecosystem.  Full details of this and other Khronos-related SIGGRAPH sessions online: https://khr.io/sig2015

About The Khronos Group

The Khronos Group is an industry consortium creating open standards to enable the authoring and acceleration of parallel computing, graphics, vision, sensor processing and dynamic media on a wide variety of platforms and devices.  Khronos standards include Vulkan™, OpenGL®, OpenGL® ES, WebGL™, OpenCL™, SPIR™, SPIR-V™, SYCL™, WebCL™, OpenVX™, EGL™, COLLADA™, and glTF™.  All Khronos members are enabled to contribute to the development of Khronos specifications, are empowered to vote at various stages before public deployment, and are able to accelerate the delivery of their cutting-edge media platforms and applications through early access to specification drafts and conformance tests.  More information is available at www.khronos.org.

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