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Vulkan Education Survey!The Khronos Group is trying to better understand how the community have learnt or is learning to use the Vulkan API. We’d like to gather insight on which resources are most or least useful as well as candid feedback on how we handle Vulkan education in general across a variety of areas. The survey takes approximately 10 - 15 minutes. We hope that you can find the time to complete this short survey, the results of this survey will be used to improve our overall Vulkan education offering as part of a major update to Vulkan web resources next year.

Vendetta Online, the MMO from Guild Software Inc that has supported Linux for a long time is going to add Vulkan support alongside some other fun sounding advancements. For Vulkan support, they've already had it working since early 2018 and it recently became optional for Windows players. As they make improvements, it will be rolled out for Linux too. They will still support OpenGL, for now, until some time in future when all development is going into the Vulkan renderer.

The AMD Radeon RX 590 graphics card is built upon 12nm process technology and the advanced AMD “Polaris” architecture, including 4th Gen GCN graphics cores, display engine and multimedia cores to enable exceptional performance in low-level APIs like DirectX 125 and Vulkan. It also provides stunning HD gaming experience running at up to 60 FPS or higher in the most popular AAA games, and up to 100 FPS in some of the most popular eSports titles.

Nallatech and BittWare have announced their FPGA products supporting OpenCL-based tool flows for Xilinx and Intel will be marketed under the BittWare brand, part of Molex. Customers will be able to program applications using traditional HDL or higher abstraction C, C++ and OpenCL-based tool flows. Read the full press release. Nallatech also announced it will deliver its family of OpenCL-compatible accelerator cards featuring Altera Stratix V FPGAs to the High Performance Computing (HPC) market. More on this here.

Shader Conductor is one of several open-source projects for going from one shading language to another. With Microsoft's Shader Conductor the focus is on converting HLSL to GLSL or SPIR-V (OpenGL/Vulkan), ESSL (OpenGL ES), MSL (Apple Metal), and older HLSL shader models. Shader Conductor can handle all shader stages, including geometry and compute shaders. Learn more about this new Open Source project from Microsoft.

In Adobe Dimension 2.0, a new feature has been introduced that lets users export their 3D scenes to be viewed in a web browser by anyone with a link. This is achieved using glTF. "Behind the Scenes with Adobe Dimension Engineers: How We Built the 3D Publish Feature" covers in detail some of the hurdles Adobe engineers had to get over. From Lighting, Transparency and Cameras to the web viewer, learn what was involved in bringing glTF to Adobe Dimension 2.0.

Magic Leap has made the session on Seedling from Insomniac Games available to the public. Featuring Joel Bartley, lead gameplay programmer for Insomniac Games, and Michael Liebenow, lead software engineer for Magic Leap, the session examines how to integrate a 3D engine into an app using the Vulkan API. "We support two low-level rendering APIs, both Vulkan and OpenGL, but we feel that Vulkan provides more opportunities for optimization, which is especially important when you're trying to get all the performance you can out of a mobile system, and that is one of the main reasons why we recommend Vulkan for your development," said Liebenow during the session.

Unreal Engine 4.21 continues their pursuit of greater efficiency, performance, and stability for every project on any platform. With the help of Samsung, Unreal Engine 4.21 includes all of the Vulkan engineering and optimization work that was done to help ship Fortnite on the Samsung Galaxy Note 9 and is 100% feature compatible with OpenGL ES 3.1. Projects that utilize Vulkan can run up to 20% faster than the same project that uses OpenGL ES.

The reference cards for OpenCL 1.1, 1.2, 2.0 and 2.1 have been updated. What changed: Most Preprocessor directives & macros in OpenCL begin with a double-underscore (__), however the “CL_VERSION_X” ones do not. These revised reference cards remove the double underscore from those. The reference cards on Lulu for purchase are also updated.

AImotive’s aiWare3 Hardware IP Helps Drive Autonomous Vehicles To Production with Khronos’ NNEF

AImotive, the global provider of full stack, vision-first self-driving technology, today announced the release of aiWare3, the company's 3rd generation, scalable, low-power, hardware Neural Network (NN) acceleration core. The scalable aiWare3 architecture facilitates low-power continuous operation for autonomous vehicles (AVs) with up to 12 or more high-resolution cameras, LiDARs and/or radar. aiWare3 delivers up to 50 TMAC/s (> 100 TOPS) per chip at more than 2 TMAC/s (4 TOPS) per W1. aiWare3's IP core is supported by a comprehensive software development kit (SDK) that uses The Khronos Group's NNEF standard. It will ship to lead customers in Q1 2019.

AImotive's aiWare3 Hardware IP Helps Drive Autonomous Vehicles Towards Production.

Percepio Tracealyzer for OpenVX allows you to visualize the execution of OpenVX applications and identify bottlenecks where optimization can make a big difference. Tracealyzer for OpenVX is initially available for Synopsys EV6x embedded vision processors, leveraging the built-in trace support in Synopsys ARC MetaWare EV Development Toolkit. Percepio Application Note PA-025 describes how to get started with Tracealyzer for OpenVX, using Synopsys EV6x processors and Synopsys MetaWare EV Development Toolkit.