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LunarG Splitting to Address Vulkan Needs

LunarG announced that the company is splitting into two teams to better address the needs of Vulkan, the new graphics API from Khronos. The Desktop group will continue as LunarG, sponsored by Valve, and the team members from the Mobile group will move over to Google to work on Android. LunarG will continue to work closely with Khronos to forge the new Vulkan ecosystem.
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Unity wants your input on “Support for the Vulkan API on Android devices”

Unity has a feedback poll running on their site asking for your input on "Support for the Vulkan API on Android devices." Have your say, let them know.
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Cinder releases Version 0.9

The open source C++ creative coding toolkit Cinder has recently released version 0.9. This release adds support for OpenGL ES 2 and ES 3, in addition to the latest desktop versions of OpenGL. Cinder supports targeting Windows, OS X, iOS and WinRT, with Linux and Android support under active development. In addition, this release adds support for Google's ANGLE project, allowing deployment of OpenGL ES 3 applications on Windows and WinRT through a DirectX emulation layer. Cinder is released under the BSD License and is used by professionals in the creative and technology industries for everything from interactive installations to user interface prototyping to live concert visuals.
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Facebook SDK for Unity makes it easier to integrate WebGL based Unity Games

Facebook’s new SDK for Unity v7.1 provides the opportunity for Unity developers to better integrate their games with Facebook. The new update includes full support for Unity 5, support for the new WebGL build target and Facebook’s latest native mobile SDKs with new tools and features. The Facebook SDK for Unity complements Unity’s cross-platform support, providing a pure-Unity write-once, run-everywhere experience across the gaming platforms of WebGL, Unity Web Player, Android and iOS.
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Basemark allows OpenGL ES 3.1 and Metal benchmarks side by side

After having gone through a management buyout just three months ago, the newly formed Basemark has introduced a suite of mobile benchmarks for iOS, OpenGL ES 3.1, and Metal. That’s impressive in of and by itself, but even more so because now for the first time a comparative test suite can be run across OSs with the same workloads and profile.
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The PowerVR Imaging Framework for Android with OpenCL and EGL

The PowerVR Imaging Framework for Android comprises a set of extensions to the OpenCL and EGL Application Programming Interfaces (APIs) that enable efficient interoperability of software running on PowerVR GPUs with other components such as a CPU, ISP and VDE. These extensions enable the construction of shared memory allocations and software pipelines across multiple hardware components with no redundant memory copies (termed zero-copy). The framework is integrated at the library layer of the Android software stack, enabling efficient interoperability between APIs such as OpenCL, OpenGL ES and emerging APIs such as OpenVX.
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Khronos Expands Scope of 3D Open Standard Ecosystem

The Khronos Group 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.

Press Release (Khronos Press Briefing slidedeck)
Feedback forum
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Low-overhead rendering with Vulkan - Android to support Vulkan

In order to address some of the sources of CPU overhead and provide developers with more explicit control over rendering, we’ve been working to bring a new 3D rendering API, Vulkan™, to Android. Like OpenGL™ ES, Vulkan is an open standard for 3D graphics and rendering maintained by Khronos. We’ll be working hard to help create, test, and ship Vulkan, but at the same time, we’re also going to contribute to and support OpenGL ES. As a developer, you’ll be able to choose which API is right for you: the simplicity of OpenGL ES, or the explicit control of Vulkan. We’re committed to providing an excellent developer experience, no matter which API you choose. Vulkan is still under development, but you’ll be able to find specifications, tests, and tools once they are released online.
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OpenGL ES 3.0 Cookbook with 90+ recipes


OpenGL ES 3.0 Cookbook by Parminder Singh is a fresh book on real time rendering with OpenGL ES 3.0. This book covers a lot of ground, from basic concepts of modern 3D graphics to advanced, real-time rendering techniques using OpenGL ES 3.0. If you are new to OpenGL ES or have some experience in 3D graphics, then this book will be extremely helpful in raising your level from a novice to professional. All the recipes in this book are implemented using C/C++ language and interfaced with Android and iOS embedded platforms.
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OpenVX 1.0.1 specification announced


The Khronos Group today announced the ratification and public release of the OpenVX™ 1.0.1 specification, a maintenance update to the open, royalty-free standard for cross platform acceleration of computer vision applications. OpenVX 1.0.1 integrates bug fixes and clarifications resulting from feedback from working group members and the wider industry implementing and using the specification. OpenVX enables performance and power-optimized computer vision processing, especially important in embedded and real-time uses cases such as face, body and gesture tracking, smart video surveillance, advanced driver assistance systems (ADAS), object and scene reconstruction, augmented reality, visual inspection, robotics and more. In addition to the OpenVX conformance tests and Adopters Program launched in late 2014, Khronos is now shipping an open source, fully-conformant CPU-based implementation of OpenVX 1.0 that runs on Linux, Android or Windows. The full OpenVX 1.0.1 specification and details about the sample implementation are available at
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