LunarG has released a new Windows, Linux, and macOS Software Development Kits (SDKs) for Vulkan header 1.2.176. These SDKs include support for many new extensions, including provisional Video. The prior SDK supported Vulkan API revision 1.2.170. Read on for information about the new extensions.
The Khronos Group and VeriSilicon are holding a joint Technical Tutorial and Workshop in Shanghai on April 22 & 23rd. The first day will be a virtual event and will include an overview of the Khronos Group and then deep dive into Vulkan and Vulkan Ray Tracing. On day 2, which will be onsite in Shanghai, the workshop will focus on OpenXR and parallel processing, vision acceleration and inferencing. Be sure to check out the event’s page for more information and register.
Khronos is releasing a set of Provisional Vulkan Video acceleration extensions : ‘Vulkan Video’. This blog will give you an overview of Vulkan’s new video processing capabilities and we welcome feedback before the extensions are finalized so that they may provide effective acceleration for your video applications! Learn more about this new Vulkan Video provisional release.
Join us online at the 9th International Workshop on OpenCL, including SYCLcon 2021, for four days of talks April 26-29,2021. There will be workshops and community networking aimed at furthering the collaboration and knowledge sharing amongst the international community of high-performance computing specialist working with OpenCL, SYCL, SPIR and Vulkan Compute. The event provides a rich mix of hands-on tutorials, technical presentations, research papers, posters, panel discussions, networking and vendor discussions. It also provides a formal channel for community feedback to the Khronos Group, the industry body responsible for the standards.
The newest release of Radeon GPU Profiler, a ground-breaking low-level optimization tool for Radeon GPUs, introduces Vulkan ray tracing support along with GPU cache counters and the latest RDNA 2 GPUs.
Intel’s open-source “ANV” Vulkan driver now supports the Vulkan ext_conservative_rasterization extension. The conservative rasterization mode allows for over or under estimation for limiting the rasterization process and ensuring certainty over the rendering behavior. The extension is supported by Intel’s Mesa Vulkan driver in Git ahead of Mesa 21.1.
Click thru for a preview of the Panfrost driver with enough functions implemented to run vkcube. This is an early preview and the driver lacks almost all core features, no optimizations, and the code base is likely to evolve quickly as features/optimizations are added. In addition, find out how to get involved in implementing functionalities.
AImotive announced that it has integrated Vulkan Ray Tracing into its aiSim 3.0, the ISO26262 certified, automotive-grade open simulator tool for automated driving development. Vulkan Ray Tracing’s real-time rendering technology is particularly well suited to simulation environments, making it possible to utilize Vulkan capabilities for professional automotive applications alongside gaming.
Synchronization is a critical but often misunderstood part of the Vulkan API. The new VK_KHR_synchronization2 extension includes several improvements to make Vulkan Synchronization easier to use, without major changes to the fundamental concepts described in this new blog. We highlight key differences introduced with Synchronization2 throughout the blog.
Industrial Light & Magic (ILM) recently introduced Vulkan Ray Tracing into their Helios real-time renderer. StageCraft and the Helios renderer are entirely new toolsets that allow for assets of final VFX level quality to be displayed on the LED walls without requiring as much manual optimization while allowing a high degree of reconfigurability “live on the day”. ILM’s Helios real-time renderer is able to handle extreme scene complexity, with millions and millions of polygons to enable assets of final VFX level quality to be displayed on the LED walls of a film studio in real time during filming.
GRVK is the open-source project implementing AMD’s Mantle API on Vulkan. Mantle was the precursor to the Vulkan industry standard and while it’s no longer in use by AMD, there still are some games out there that allow making use of it.
GRVK allows for such Mantle games to run atop Vulkan not only for AMD drivers/GPUs but also with NVIDIA and Intel graphics too. The original Vulkan API is derived from and built off Mantle so GRVK is able to map rather nicely and has been making progress in recent months.
This blog from Igalia follows the team’s effort in improving performance of the V3DV Vulkan driver for the Raspberry Pi 4. The blog explores the optimizations the team recently did to their backend compiler, the results, and future work.
The Vulkan Adreno layer detects optimizations that can be made on Adreno GPUs, offering suggestions on how to improve the usage of Vulkan APIs via logcat messages. Users can configure to disable/enable rules using vkal_config.txt. See readme.txt for more details.
In a previous blog, Naivi discussed porting the NAP framework from OpenGL to Vulkan using the MoltenVK layered implementations and released it as NAP 0.4. In this blog, Naivi discusses how they ported Habitat, a data-driven installation that documents and visualizes natural growth based on 3d scans, to NAP 0.4, and the performance improvements resulting in the move.
LunarG released new Windows, Linux, and macOS SDKs for Vulkan header 188.8.131.52. These SDKs include support for Vulkan Synchronization2 and several other new extensions. The prior SDK supported Vulkan API revision 1.2.162. Read on for information about the new extensions.