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Vulkan tagged news

Jetson TX1 is the first embedded computer designed to process deep neural networks. With 1 teraflops of performance, Jetson delivers exceptional performance for machine learning, computer vision, GPU computing and graphics, while drawing very little power. Jetson TX1 includes a comprehensive SDK for embedded visual computing, including VisionWorks, an implementation of the OpenVX 1.0.1 specification with additional NVIDIA extensions as well as support for the latest graphics drivers and APIs, including OpenGL 4.5, OpenGL ES 3.1 and Vulkan.

Basemark announced a new product called Basemark GPU Vulkan. This benchmarking software enables the industry to objectively and reliably quantify and compare graphics and computing performance of next generation mobile and desktop processors compatible with the new generation Vulkan API from the Khronos Group. Basemark GPU Vulkan is developed in close cooperation with key player semiconductor companies, such as AMD, Imagination Technologies, Intel, NVIDIA, Qualcomm and Renesas within Basemark’s benchmark development program.

Imagination Technologies webinar series part II on Vulkan is now online. Vulkan is designed from the ground up with the idea of not being bottlenecked by the CPU, and provides huge efficiency gains over previous generation graphics APIs in this area. This webinar provides an overview of what mechanisms in Vulkan enable this, what this means in practice, and why it is so important for embedded and mobile devices. The episode was presented by Tobias Hector, Software Design Engineer for Vulkan and OpenGL ES, Imagination Technologies. Be sure to add November 19th to your calendar as the webinar series continues with ‘Scaling to multiple threads’.

ARM announced a new GPU from the same family as Mali-400 that uses only half as much power. The new GPU, the Mali-470, is targeted at next-generation wearables and IoT devices that need low-cost and low-power chips. The new Mali-470 comes with support for the ubiquitous OpenGL ES 2.0 graphics API. According to ARM, it brings a strong balance between pixel control and energy efficiency, which makes it well-suited for user interfaces. Users aren’t likely to play 3D games on their smartwatches any time soon, so OpenGL ES 3.0 and beyond shouldn’t be necessary. (By the time it is, the more efficient Vulkan should be the de facto graphics API.)

Vulkan is able to cover a wide range of platforms and hardware with vastly different form factors and power envelopes. Vulkan can run on a smart watch or a high end workstation, or anything in between. These platforms are going to have completely different capabilities and for good reason – they have different use cases in mind. Read more to understand how Vulkan has been designed to support all platforms.

Imagination Technologies are very excited to announce an upcoming series of talks designed to discuss the Vulkan API in more detail. Imagination is a promoter member of the Khronos Group and a keen supporter of open standards for mobile graphics. Imagination is currently collaborating with the Vulkan working group to ensure the final version of the API is optimally designed for today’s mobile and desktop GPU architectures.

This Vulkan demo from Intel shows the power and performance improvements resulting from a thinner, better optimized 3D API. Vulkan API is on track for release before the end of this year.

Toptal Technical editor Nermin Hajdarbegovic has written great overview on Vulkan. If you’re curious how this new API slated compares to OpenGL, or how it relates to SPIR-V, this would be a good starting point.

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)

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Registry

Valve and LunarG are working closely with Khronos to provide Vulkan developers with open source tools. These tools and first drivers are expected to be available for Vulkan developers during 2015. Valve is sponsoring LunarG to provide Open Source Tools, a prepackaged SDK, and technical support for Game Developers bringing their 3D engines to the new Vulkan API.

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.