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The Vulkan Group announces a new extension VK_KHR_dynamic_rendering. This new extension allows developers to tell the API to start rendering with no render pass or framebuffer objects! Check out the full blog story for a detailed explanation.
Raspberry Pi, a UK-based charity that works to put the power of computing and digital making into the hands of people all over the world by enabling them to harness the power of computing and digital technologies for work, to solve problems that matter to them, and to express themselves creatively, announced they have reached Vulkan 1.1 conformance on their Raspberry Pi 4, Model B.
Following the release of OpenCL™ 3.0 in September 2020, The Khronos Group continues to expand and grow the ecosystem of this open, royalty-free standard for cross-platform, parallel programming of diverse accelerators found in supercomputers, cloud servers, personal computers, mobile devices, and embedded platforms.t The OpenCL Working Group is announcing new extensions for two key use cases: boosting neural network inferencing performance, and providing flexible and powerful interoperability with new-generation graphics APIs, including Vulkan.
With real-time audiovisual applications that rely on any kind of interactivity, each frame lasts a fleeting moment. A moment you might want to capture, frame and hang on a wall. Fortunately, NAP 0.4.2 includes nap::Snapshot: a new high-resolution screenshot resource that can take stunning frame captures of extreme image quality.
New LunarG Vulkan white paper: Creating Portable Vulkan Applications Using Device Simulation Layer (also called Devsim). Helps Vulkan developers write applications that can be used on multiple platforms while following the Vulkan specification.
RedGamingTech’s Paul Eccleston sits down with Khronos President Neil Trevett to discuss the technologies Khronos has been working on with Vulkan, including ray tracing, and revolutionary new tech such as glTF, 3DCommerce and OpenXR, which has potentially huge ramifications for virtual reality. As well as the current roadmap for Khronos standards, and more…
The field of 3D Computer graphics has grown from a niche technical curiosity in the mid-1970s to mass appeal and distribution via movies and games. We’ve seen applications grow from flying logos, to highly engaging real-time renderings in games, to synthetic humans and de-aged actors in movies finally crossing the “uncanny valley” to be nearly indistinguishable from reality. However, the creation of 3D assets - computer graphics objects and the worlds they inhabit - still requires highly skilled technicians and artists, presenting a bottleneck to more widespread applications, such as creating 3D graphics for websites and E-Commerce. LiDAR has the potential to alleviate this bottleneck.
The 2021.4 release of the NVIDIA Nsight Graphics debugger/profiler has added support for the Provisional Vulkan Video Extension, enabling frame capture of applications using Vulkan-accelerated H.264 and H.265 video decode. Support for the finalized Vulkan Video extension and applications using Vulkan-accelerated encode will be added in a future release.
LunarG released new Linux, Windows, and macOS SDKs for Vulkan header 1.2.189, featuring many new extensions, devsim enhancements, and macOS updates.
AMD has taken feedback on performance suggestions and incorporated them into the validation layer. This layer is designed to alert the user on sub-optimal usage. Read more on how to enable this best practice layer for AMD.
Learn how to create a Vulkan layer that can benefit from the tools of the Vulkan ecosystem and follow the Vulkan ecosystem conventions so that Vulkan developers don’t have to keep up with constant new behaviors.
Quake – the legendary dark fantasy FPS that revolutionized the genre is now enhanced! This new offering features Vulkan-enhanced graphics including better lighting, new models, updated maps, and a dynamic shadow system. Also supports cross-play, dedicated servers for online deathmatch matchmaking, free optional Add-ons, split-screen support for local deathmatch and co-op, AI opponents in deathmatch and more!
Explore the capabilities of the latest graphics hardware and APIs including a comprehensive chapter on Vulkan Ray Tracing! Review a comprehensive collection of ideas, tips, and best practices for real-time ray tracing applications. Learn about real-time ray tracing, hybrid rendering, denoising & filtering, global illumination, and more, with advice from graphics experts at NVIDIA and top game developers in the game industry.
In this white paper, LunarG demonstrates how to debug GLSL/HLSL shaders using a recent Vulkan feature, Debug PrintF.