Announcing that the 6th International Workshop on OpenCL will take place on the 14-16 May, 2018 at St Catherine's College, Oxford, UK and that the Call for Submissions is now open. Submissions related to any aspect of using OpenCL (including SYCL, Vulkan Compute and OpenCL based libraries) are of interest, including (but not limited to): case-studies of their use in applications, software tools, programming methods, debugging, performance analysis, and integration.
The final project at University of Pennsylvania, CIS 565: GPU Programming and Architecture has brought us Vulkan Forward Plus Renderer. The original idea came from this paper: Forward+: Bringing Deferred Lighting to the Next Level. In this project the students created a Forward Plus (tiled forward) renderer in Vulkan using compute shader to deal with light culling. A lot was learned from Alexander Overvoorde's Vulkan Tutorial and many other places. The project is available on Github along with a complete behind the scenes story, benchmarks and videos.
NVIDIA Nsight Visual Studio Edition for Microsoft Visual Studio allows you to build, debug, profile and trace heterogeneous compute, graphics, virtual reality, and UWP applications built with CUDA C/C++, OpenCL, DirectCompute, Direct3D, Vulkan, OpenGL, OpenVR, and the Oculus SDK. Check out the OpenGL frame debugging, the new Range Profiler for instant GPU bottleneck analysis, and all the new features.
Stardock updated its Ashes of the Singularity strategy game with support for the Vulkan graphics-rendering API in August, and that introduced some serious performance improvements. "The Khronos Group has been putting out some fantastic presentations from GDC and other events. There’s a high level of sharing within the community, and a fantastic specification that’s constantly being updated, a fantastic SDK that’s constantly being updated, that will only improve as more developers get into that ecosystem. By all accounts it’s very good now. I expect it to be fantastic a few years down the road," said Nathan Hanish, Lead Developer at Stardock.
Neil Trevett, President of The Khronos Group, talks to Architosh in this two-part series about OpenGL and the future of graphics standards. On the eve of SIGGRAPH 2017 Neil Trevett spoke to Architosh about the evolving OpenGL standard as well as directions the group is taking to plot a path for a universal graphics API that engages the use of low-level APIs. Read more about why OpenGL isn't packing for retirement just yet a the key thing in OpenGL 4.6 is SPIR-V is part of core.
vkDOOM3 adds a Vulkan renderer to DOOM 3 BFG Edition. It was written as an example of how to use Vulkan for writing something more sizable than simple recipes. It covers topics such as General Setup, Proper Memory & Resource Allocation, Synchronization, and Pipelines. (source)
A new post from GPU Open on Vulkan. "An important part of learning the Vulkan® API – just like any other API – is to understand what types of objects are defined in it, what they represent and how they relate to each other. To help with this, we’ve created a diagram that shows all of the Vulkan objects and some of their relationships, especially the order in which you create one from another."
Epic Games spoke at the Khronos Group "3D Graphics with Khronos - Vulkan, OpenGL & OpenGL ES" BOF at Siggraph 2017. Epic Games announced that they are looking to make Vulkan the default API for exported Linux games. Watch the event online on Youtube. (source: Gaming On Linux)
The Khronos Group held their annual BOF-Blitz at SIGGRAPH today. There were five BOFs in all, and they were all a huge success. If you were not able to get to SIGGRAPH and you missed the live stream, you can now watch the video online here.
NVIDIA is releasing a new version of Falcor, so that it now supports both DirectX 12 and Vulkan graphics APIs. Vulkan is being used to improve mobile visuals including that of VR. Falcor provides support for ORCA assets and is available for download from Github.
SIGGRAPH 2017: Two great sessions today covering OpenGL, Vulkan and WebGL. Be sure not to miss "Cesium: 3D Globes on the Web" at 10:30AM and in the afternoon "NVIDIA: OpenGL and Vulkan Support for 2017". Get details on these sessions and other Khronos standards related sessions on the new Khronos website.
In preparation for the launch of its upcoming Vega graphics cards, AMD has released Radeon Software Crimson ReLive version 17.7.2. With the release of Radeon Software 17.7.2, AMD has extended Radeon Chill to support DX12 and Vulkan.
A new version of GPU Caps Viewer is ready. GPU Caps Viewer 1.35.0 comes with an improved Vulkan support. The Vulkan panel has been simplified and shows more information (layers, hardware features). Vulkan demos (based on GeeXLab engine) have been updated to properly work on all Vulkan-capable GPUs (NVIDIA, AMD and Intel).
After failing to get the initial Vulkan support in last year's CryENGINE 5.3, the public preview of CryENGINE 5.4 is finally available and comes with initial support for the Vulkan graphics API. Learn more on Phoronix.
Effective GPU performance analysis is a more complex proposition for developers today than it ever has been, especially given developments in how you drive the GPU in the last few years. Enter the brand new cross-platform performance analysis tool: Radeon GPU Profiler (RGP). We created it to give developers a way to understand concurrent overlapped execution on Radeon GPUs in a way that’s simple and actionable in terms of further optimisation and what you need to do next. Learn more about this GPU Profiler.