Archives for Vulkan
The Khronos Group ratifies new Vulkan Ray Tracing provisional specification opening up the industry’s first cross-platform standard for ray tracing acceleration.
Vulkan becomes world’s first graphics application programming interface (API) to support a formal memory model for optimization progressive performance in parallel processing on GPUs.
Akiko Ashley covers the recent SIGGRAPH computer graphics show from Vancouver, noting the highlight announcements in 3D software and VR/AR/MR technologies along with key hardware from Nvidia.
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.
New Japanese game engine, Xenko, aims to take market share away from Unreal Engine and Unity—with support for the latest C# language, Vulkan support and VR.
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.
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.
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.
OpenCL C++ Kernel Language significantly boosts programmer productivity, plus new SPIR-V common intermediate language used by both OpenCL 2.1 and Vulkan