The AMD Radeon RX 590 graphics card is built upon 12nm process technology and the advanced AMD “Polaris” architecture, including 4th Gen GCN graphics cores, display engine and multimedia cores to enable exceptional performance in low-level APIs like DirectX 125 and Vulkan. It also provides stunning HD gaming experience running at up to 60 FPS or higher in the most popular AAA games, and up to 100 FPS in some of the most popular eSports titles.
Nallatech and BittWare have announced their FPGA products supporting OpenCL-based tool flows for Xilinx and Intel will be marketed under the BittWare brand, part of Molex. Customers will be able to program applications using traditional HDL or higher abstraction C, C++ and OpenCL-based tool flows. Read the full press release. Nallatech also announced it will deliver its family of OpenCL-compatible accelerator cards featuring Altera Stratix V FPGAs to the High Performance Computing (HPC) market. More on this here.
Shader Conductor is one of several open-source projects for going from one shading language to another. With Microsoft's Shader Conductor the focus is on converting HLSL to GLSL or SPIR-V (OpenGL/Vulkan), ESSL (OpenGL ES), MSL (Apple Metal), and older HLSL shader models. Shader Conductor can handle all shader stages, including geometry and compute shaders. Learn more about this new Open Source project from Microsoft.
In Adobe Dimension 2.0, a new feature has been introduced that lets users export their 3D scenes to be viewed in a web browser by anyone with a link. This is achieved using glTF. "Behind the Scenes with Adobe Dimension Engineers: How We Built the 3D Publish Feature" covers in detail some of the hurdles Adobe engineers had to get over. From Lighting, Transparency and Cameras to the web viewer, learn what was involved in bringing glTF to Adobe Dimension 2.0.
Planning on attending SC'18 in Dallas this week? Be sure to attend the BOF by Michael Wong of CodePlay on Tuesday at 5:15pm. He will be discussising C++ frameworks for parallel programming, including SYCL. More details on his talk are on the Khronos event page.
Magic Leap has made the session on Seedling from Insomniac Games available to the public. Featuring Joel Bartley, lead gameplay programmer for Insomniac Games, and Michael Liebenow, lead software engineer for Magic Leap, the session examines how to integrate a 3D engine into an app using the Vulkan API. "We support two low-level rendering APIs, both Vulkan and OpenGL, but we feel that Vulkan provides more opportunities for optimization, which is especially important when you're trying to get all the performance you can out of a mobile system, and that is one of the main reasons why we recommend Vulkan for your development," said Liebenow during the session.
Samsung has announced an enhanced iteration of the Vulkan API, which offers a 10% performance improvement as compared to the OpenGL ES. Samsung has also announced new features for GPUWatch, a tool that aids developers monitor and measure performance between Vulkan and OpenGL ES.
The AMDVLK Vulkan Radeon driver updates include support for the VK_EXT_inline_uniform_block extension, which lets uniform blocks be directly backed by descriptor sets. Code clean up and other updates can be viewed on Phoronix and directly from the source on Github GPUOpen-Drivers/AMDVLK.
Unreal Engine 4.21 continues their pursuit of greater efficiency, performance, and stability for every project on any platform. With the help of Samsung, Unreal Engine 4.21 includes all of the Vulkan engineering and optimization work that was done to help ship Fortnite on the Samsung Galaxy Note 9 and is 100% feature compatible with OpenGL ES 3.1. Projects that utilize Vulkan can run up to 20% faster than the same project that uses OpenGL ES.
The reference cards for OpenCL 1.1, 1.2, 2.0 and 2.1 have been updated. What changed: Most Preprocessor directives & macros in OpenCL begin with a double-underscore (__), however the “CL_VERSION_X” ones do not. These revised reference cards remove the double underscore from those. The reference cards on Lulu for purchase are also updated.
Zink is an OpenGL implementation on top of Vulkan. Or to be a bit more specific, Zink is a Mesa Gallium driver that leverages the existing OpenGL implementation in Mesa to provide hardware accelerated OpenGL when only a Vulkan driver is available.
AImotive, the global provider of full stack, vision-first self-driving technology, today announced the release of aiWare3, the company's 3rd generation, scalable, low-power, hardware Neural Network (NN) acceleration core. The scalable aiWare3 architecture facilitates low-power continuous operation for autonomous vehicles (AVs) with up to 12 or more high-resolution cameras, LiDARs and/or radar. aiWare3 delivers up to 50 TMAC/s (> 100 TOPS) per chip at more than 2 TMAC/s (4 TOPS) per W1. aiWare3's IP core is supported by a comprehensive software development kit (SDK) that uses The Khronos Group's NNEF standard. It will ship to lead customers in Q1 2019.
Percepio Tracealyzer for OpenVX allows you to visualize the execution of OpenVX applications and identify bottlenecks where optimization can make a big difference. Tracealyzer for OpenVX is initially available for Synopsys EV6x embedded vision processors, leveraging the built-in trace support in Synopsys ARC MetaWare EV Development Toolkit. Percepio Application Note PA-025 describes how to get started with Tracealyzer for OpenVX, using Synopsys EV6x processors and Synopsys MetaWare EV Development Toolkit.
Qualcomm has introduced the new Qualcomm Snapdragon 675 Mobile Platform. The Snapdragon 675 offers outstanding gaming, a leap in artificial intelligence (AI) capability and a cutting-edge camera. Premium features in the Snapdragon 675 are enabled by the Qualcomm AI Engine, Qualcomm Spectra ISP, Qualcomm Kryo CPU and Qualcomm Adreno GPU. A number of specific games and game engines have been optimized including Unity, Unreal, Messiah, and NeoX. Qualcomm Technologies also supports popular tools and APIs, including Vulkan, OpenGL 3.2, OpenCL, and Snapdragon profiler.
Neil Trevett, President of the Khronos Group, delivers the presentation "Update on Khronos Standards for Vision and Machine Learning" at the Embedded Vision Alliance's September 2018 Vision Industry and Technology Forum. Neil Trevett shares updates on recent, current and planned Khronos standardization activities aimed at streamlining the deployment of embedded vision and AI. For the full version of this video, along with hundreds of others on various embedded vision topics, please visit the Embedded Vision website.