Khronos President Neil Trevett is speaking at the Augmented World Expo (AWE) 2017 Conference in Santa Clara, CA. Tomorrow, Wednesday, May 31, he will join other experts for a discussion on “WebVR, WebAR and the Distribution of Volumetric Content at Scale Through the Web.”
Neil joins four other speakers, Shaun Dunne, director of VR/WebVR for Studio Zero; Blair MacIntyre, principal research scientist at Mozilla; Alban Denoyel, CEO of Sketchfab; and Damon Hernandez, immersive web ninja at Samsung Research America.
The session begins at 3:30 p.m. and will deal with the opportunities and challenges associated with WebVR/WebAR.
Android Authority does a deep dive into the virtual reality revolution with hardware and software products aplenty on the market, and resources pouring in to spur on innovations. The ten minutes read touches on OpenGL, OpenGL ES and OpenXR.
The Khronos Group is proud to announce that PlutoVR has joined as an Associate Member. Phone calls, texts, and video chat don’t come close to what it’s like to interact face to face. PlutoVR sees VR and AR as the opportunity to close that gap. With Pluto, you’ll be able to communicate, collaborate, and connect with anyone anywhere, as if you were together in person. PlutoVR is currently hiring.
Silicon Valley Virtual Reality 2017 (SVVR) will be host to an OpenXR Panel discussions. Kaye Mason, senior software engineer with Khronos member Google will moderate this fifty minute panel on Thursday March 30th.
Khronos member Sensics has written a short piece on Virtual Reality (VR) standards: “Too early or long overdue?”. Discussing existing and new standards, OSVR and OpenXR.
NVIDIA has released the new VRWorks SDK for application and headset developers along with the GeForce driver version 378.78. This release includes added samples demonstrating the following new functionality under Vulkan. Vulkan extensions for VR SLI, Single Pass Stereo and Lens Matched Shading are currently released in experimental form and should not be used in production code. Complete details at NVIDIA GameWorks.
Google I/O 2017 will be here before you know it. 2017’s I/O is going to be at Mountain View’s Shoreline Amphitheatre like it was in 2016. This year VR will be a hot topic. Daydream is just beginning, and Khronos’ OpenXR is here to help developers create tools and gear that will work across all platforms.
During GDC 2017, Khronos Group unveiled OpenXR as the name for their VR/AR API standard that’s currently being developed. UploadVR got the chance to speak with Khronos Group president Neil Trevett to get some questions answered. When asked if there were any specific entities missing that Khronos Group would welcome, Trevett immediately mentioned one of the biggest faces of AR: Microsoft. He noted the company’s input now would be around the emerging Windows Mixed Reality platform, which UploadVR recently did a hands-on with, but they’d obviously be able to bring AR expertise to that 2nd round of the API’s development as well.
Tobii had some VR demos that they were showing on the GDC Expo Hall floor as well as within Valve’s booth. They were primarily focusing on the new user interaction paradigms that are made available by using eye gazing to select specific objects, direct action, but also locomotion determined by eye gaze. There are a lot of open questions around the intimate data that will be available to application developers and the privacy and consent protocols that will inform users and provide them with some level of transparency and control. It’s an important topic being looked at by the OpenXR standardization process. Listen to the Voices of VR Podcast with Johan Hellqvist, VP products and integrations at Tobii.
Last week was GDC, and a ton of new tech, as well as new VR games and apps were announced and broadcast out to millions. But one of the most important stories out of GDC was also one of the least flashy. It was a gathering held by a nonprofit known as The Khronos Group, and it dealt directly with how much new VR hardware and software is being released, and how it is rapidly becoming more and more difficult for developers to keep up. Say Hello to OpenXR.
Furian is designed to address the increasing compute requirements across multiple applications and market segments with efficient use of compute APIs including OpenCL 2.0, Vulkan 1.0 and OpenVX 1.1*. Furian adds a bi-directional GPU/CPU coherent interface for efficient sharing of data; and a transition to user mode queues from kernel mode queues which reduces latency and CPU utilization for compute operations. Based on a published Khronos specification, GPUs based on the PowerVR Furian architecture are expected to pass the Khronos Conformance Testing Process. Current conformance status can be found at www.khronos.org/conformance.
Nick Whiting is the elected OpenXR Working Group Chair and technical director of AR and VR at Epic Games. “VR and AR have experienced a boom of interest recently, and with that, a flood of hardware and software companies have begun spinning up efforts in the field,” Khronos said in a news release. “While variety is great, the growing number of devices, each with their own incompatible APIs is increasing fragmentation.” The key issue now, Whiting said, is timing. Read the complete interview.
Content made in Unity is supported in Daydream and can even be made in VR. Vulkan has had rudimentary support since December, and this update promises to make it easy to port almost any content to Vulkan to make it run more easily and efficiently, even for users with lesser hardware.
NVIDIA has announced the availability of a new Vulkan GeForce and Quadro Graphics driver targeted at both desktop and notebook configurations, namely version 377.01 beta (or 220.127.116.1101), which manages to resolve an issue encountered with SteamVR shaders.