The Khronos Group BOF day is today, July 31. For those folks that really wanted to catch some of the BOF Day sessions, but couldn’t make, we have it covered for you. Starting at 9AM PT, the morning livestream will start on YouTube. The afternoon sessions will be on a second afternoon livestream also on YouTube. Learn more about the Khronos Group BOF Day and all of the various sessions on our SIGGRAPH 2019 event page.
All of the presentations and videos from the Khronos OpenVX workshop at the 2019 Embedded Vision Summit are now online. If you were unable to attend this workshop, you may now watch the seven sessions online and follow along with the slide presentations:
Introduction and OpenCL Overview & Update – Neil Trevett, NVIDIA: slides, video
OpenCL & SYCL – Andrew Richards, Codeplay: slides, video
Intel Open Source SYCL Compiler Project – Konstantin S. Bobrovsky, Intel: slides, video
OpenVX Presentations – Frank Brill, Cadence / Niclas Danielsson & Mikael Pendse, Axis : here & here, video
Inference with OpenVX – Mike Schmit, AMD: slides, video
NNEF Presentation – Gergely Debreczeni, AImotive: slides, video
OpenVX Hands-On - Part 1 – Rajy Rawther & Kiriti Nagesh Gowda, AMD: slides, video
This week, Neil Trevett spoke at the 2019 Open AR Cloud Symposium. Neil’s presentation focused on OpenXR and glTF covering how these Open Standards fit into the rest of the Khronos Ecosystem. Presentation slides and video are available online.
Neil Trevett, President of the Khronos Group, delivers the presentation “Update on Khronos Standards for Vision and Machine Learning” at the Embedded Vision Alliance’s September 2018 Vision Industry and Technology Forum. Neil Trevett shares updates on recent, current and planned Khronos standardization activities aimed at streamlining the deployment of embedded vision and AI. For the full version of this video, along with hundreds of others on various embedded vision topics, please visit the Embedded Vision website.
In this talk from the 2018 Game Dev Days, Jörg Müller answers questions you may have about the Vulkan API. with the knowledge and experience I gained during over a year of using it. Jörg is currently a PhD student at the Insitute for Computer Graphics and Vision at Graz University of Technology under the supervision of Ass. Prof. Markus Steinberger and Prof. Dieter Schmalstieg. From 2015 to 2016 Jörg worked as a researcher in the Advanced Concepts Team of the European Space Agency in the field of Artificial Intelligence.
SIGGRAPH is next week! The conference is August 12–16 in Vancouver Canada. For those going, Khronos will be hosting several Birds of a Feather sessions. For all those folks that will not be present, we will be offering live streaming of all our sessions (glTF, WebGL, OpenXR, Vulkan and OpenGL) on the Khronos Group YouTube Channel, and will follow up with recorded video the following week. For complete details on all the sessions, please ask your friends and co-workers to take a look at our SIGGRAPH event page! A special thanks to our Diamond sponsor NVIDIA, Gold Sponsor LunarG, and Silver sponsors Cesium and AMD, for making possible the Khronos Networking Reception at the end of the day.
Khronos hosted a webinar on July 31st covering “glTF 2.0 – Status and Outlook.” If you missed the webinar, which was hosted by Nobert Nopper from UX3D, we have you covered with the video and presentations available online. All the links are in our Developer Library here.
What Game Developers need to know about The Khronos Group and the latest in GPU and 3D rendering for games from Neil Trevett, President of the Khronos Group. More presentations, video and photos from GDC 2018 can be viewed in the Khronos’ Developer library.
Khronos held an OpenXR panel at the 2017 VRDC session (GDC) with developers Yuval Boger, Joe Ludwig, Kaye Mason, Paul Pedriana and Nick Whiting. The panel provided new updates on the goals, content and status of the effort to create a widely accepted VR API for developers called OpenXR. Learn more about OpenXR or watch the video on Youtube.
Vulkan render pass Multipass optimization has been implemented on ARM Mali to improve deferred shading in Vulkan. The video showcases a 20% reduction in frame time compared to the classic Vulkan Multiple Render Targets implementation.