
Shrenik Sadalgi, Chair of the 3D Commerce Working Group, explores how 3D merchandising has demonstrated its potential application as a transformative technology across many industries, and how scaling 3D immersive experiences across platforms and channels is coming soon via the efforts of glTF and the 3D Commerce Working Group.

In this white paper, LunarG demonstrates how to debug GLSL/HLSL shaders using a recent Vulkan feature, Debug PrintF.

Based on Basemark’s performance benchmarking, Vulkan enables consistently more than 50% faster graphics performance compared to OpenGL ES on automotive graphics rendering use cases.

As Godot 4.0 with Vulkan gets closer, the developers have posted an update to clarify the direction that Godot 4 is taking for OpenGL ES. The renderer design and all resulting code has been re-implemented entirely from scratch in order to support Vulkan and modern rendering techniques. This will have taken close to three at the time of release. As such, OpenGL ES will not be supported in Godot 4. The goal is to support OpenGL ES 3 starting in Godot 4.1. There is more information which you can learn about from the Godot Engine team here.

At Game Developers Conference today, NVIDIA demonstrated GeForce RTX technologies on the Arm platform using Vulkan to show how advanced graphics can be extended to a broader, more power-efficient set of devices. The demos included Wolfenstein: Youngblood from Bethesda Softworks and MachineGames, as well as The Bistro from the Open Research Content Archive running in real time on a MediaTek Arm platform with ray-traced graphics. The demos are made possible by NVIDIA extending support for its software development kits for implementing five key NVIDIA RTX technologies to Arm and Linux using the Vulkan API.

A paper presented at the Fifth Workshop on Computer Architecture Research with RISC-V (CARRV 2021), concentrates wholly on off-the-shelf RISC-V chips – introducing support for the Open Computing Language (OpenCL) heterogeneous programming framework commonly used to spread scientific workloads across CPUs, GPUs, and other accelerators. The OpenCL implementation, which resulted from the team’s research, required no changes to the processor designs themselves, and is compatible with a range of parts – from high-performance multi-core processors to low-profile embedded implementations.

Today, the Khronos Group announces the public release of the latest set of Physically Based Rendering (PBR) material extensions for the Khronos glTF™ 3D asset format. The new extensions enable material properties such as refraction, color attenuation, and volumetric properties to be used by diverse renderers from real-time rasterization to production-class path-tracing. glTF is a flexible, royalty-free asset format from Khronos designed for efficient run-time transmission and loading of 3D scenes and models on a wide variety of platforms including web browsers, mobile devices, PC desktops and the cloud. Leading rendering engines such as Babylon.js, Google’s Filament, and three.js already support some or all of the new PBR extensions, together with applications including Adobe’s Substance 3D Stager, Dassault Systèmes 3DEXPERIENCE Platform, DGG RapidCompact and UX3D’s Gestaltor.

OpenCL 3.0.8 has been released with new integer dot product extension. An especially useful extension for accelerated inferencing using quantized neural networks.

Companies no longer need to manufacture their product before they create assets to promote it. New, digital technologies are poised to transform engineering and design data into easy-to-share visualizations for powerful online product experiences. Resulting in realistic 3D marketing assets that, thanks to a fast-developing open standard asset format called glTF, can be viewed and manipulated on any device.

In this blog from Collabora, Erik Faye-Lund brings us up to date on upstream development, OpenGL 4.6 support, OpenGL compatibility profile, OpenGL ES 3.1 support, Lavapipe and continuous integration, Windows support, macOS support and more…

In this blog from Igalia, Victor Jaquez reports on his work-in-progress effort to integrate video decoding using the new Vulkan Video API in the GStreamer multimedia framework.

With the release of this new version, nine new extensions have been added along with fixes to a long-standing issue with queue family present support info on Linux.

Valve has released SteamVR 1.18.5 update with improvements for OpenXR. This improvements include:
- Changed Touch controllers to use Facebook provided grip and aim offsets.
- Enable OpenXR Grip pose for WMR controllers (requires WMR SteamVR driver update).
- Fixed left thumbstick axis input for HP Reverb G2 controllers.

Phasmophobia has outlined plans for future updates with new content, an overhaul of the progression system, and OpenXR support. Swapping OpenVR to OpenXR will allow support for new headsets and controllers with easier integration.

Cesium released CesiumJS 1.83 and added support for KTX 2.0 and Basis Universal compressed textures, bringing transmission and runtime optimizations for global imagery. Cesium added support for glTF models with the KHR_texture_basisu extension and added support for 8-bit, 16-bit, and 32-bit float KTX2 specular environment maps.