Archives for Vulkan API
Vulkan 1.2 integrates 23 proven extensions into the core Vulkan API—propels low-level graphics API standard further and with very wide industry adoption and support.
Architosh talks to Dr. Biplab Sarkar about some of the nuances and rationales behind the latest big features in Vectorworks 2019.
Valve, LunarG and The Brenwill Workshop have joined forces with the Khronos Group to bring the industry-standard low-level graphics API, Vulkan, to the Apple macOS and iOS platforms.
Neil Trevett, President of The Khronos Group, talks to Architosh in this two-part series about OpenGL and the future of graphics standards.
Associate Editor Akiko Ashley was at SIGGRAPH 2017 this year and covered the top-level events, sessions, and presentations. This first report focuses on the “theme” elements apparent at this year’s computer graphics conference and exhibition.
Why are VR and AR companies taking root in the LA area? What is the state of the union in portability with graphics APIs so that the most apps can be written to the most platforms? These are some of the core questions Architosh is asking as it heads into the exciting week ahead with SIGGRAPH 2017.
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.
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.
Khronos Group makes further positive momentum with Vulkan API, but Apple is missing from the roster of industry supporters. This is an early signal that Apple may be pushing for Metal for Mac’s graphic future as aging OpenGL lingers as available cross-platform API.
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.
Architosh speaks with Neil Trevett, President of Khronos Group, on matters of Vulkan in the tailwind of the Metal for OS X announcement made earlier this month.
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.
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.