Archives for OpenGL Archives - Page 2 of 6 - Architosh
Consortium releases Vulkan features, WebGL 2.0 and new OpenXR working group; group hosts series of events for the developer community.
Apple’s Webkit team is proposing a new industry group to discuss the future of 3D graphics on the web—one that can develop a standard API that leverages modern GPU features.
Developer community can contribute to test development and evolution; open source 3D API implementations can freely use tests to increase quality.
Does Vectorworks Architect 2017 match up to the tremendous volume of new innovations in last year’s upgrade? In this in-depth product review, architect John Helm takes a look at all the new features and improvements.
Some of the biggest feature updates in Vectorworks 2017 are discussed in detail, and we learn how the company is thinking more “multi-generational” while still being intensely customer-driven to better position itself as a leading BIM competitor.
The Khronos Group has now released the Vulkan API for graphics and compute on GPUs, a bonafide positive development for the IT world, providing software developers numerous benefits and options.
Developer of Cinema 4D brings 3D know-how to international consortium for open standards. By joining the Khronos Group, MAXON reasserts its ongoing commitment to support the development of open standards that enable the authoring and acceleration of 3D graphics, games and media on a wide variety of platforms and devices.
SIG: Khronos Invites Industry Participation to Create Safety Critical Graphics and Compute Standards
New ‘Safety Critical’ working group to adapt OpenGL ES and Vulkan APIs
for markets requiring system certification – including avionics and automotive.
This latest expansion gives Vulkan the next generation graphics API from Khronos high-efficiency access to graphics and provides applications direct control over GPU accelaration for maximized performance and predictability. The new OpenGL® ES 3.2 specification absorbs AEP functionality to enhance pervasive graphics capabilities across mobile, consumer and automotive devices. As for OpenGL Extensions, one of its greatest strengths is that it was designed to be readily extensible to accommodate new hardware innovations.
Longtime Mac CAD stalwart developer, Nemetschek Vectorworks, has told Architosh they are optimistic about Apple’s new low-level graphics API—Metal.
Apple said that its new proprietary Metal graphics API will move from iOS to Mac OS X. This move comes as expected and matches Microsoft’s efforts to allow programmers to program “to the metal” with less abstraction and driver overhead, freeing the GPU to unwind its true hardware powers. The net result is super-charged graphics performance. This move bodes well for OS X but will force developers to choose between an array of new and closed graphics standards.
In this special feature Architosh digs into the main elements behind the new Vulkan graphics and compute GPU API in a discussion with The Khronos Group president Neil Trevett to get at what all this means for computing and graphics going forward.
A startup in Boston backed by MCAD veterans—OnShape—has finally unveiled its innovative fully cloud-based MCAD software, now a public beta, and the news of the unveiling has been rather well embraced, including a spread in the Boston Globe.
We discuss five issues about Vulkan and its impact on Apple in both desktop and mobile markets, and this article is chock full of info not yet contained in our other Vulkan reports.
Khronos Group, the stewards of computer industry open standards like OpenGL and WebGL, have announced the Vulkan, a next-generation graphics API system and replacement to industry-standard and leading OpenGL and OpenGL ES.