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The Khronos Group Releases the OpenCL 3.0 Provisional Specifications

OpenCL LogoOpenCL™ 3.0 realigns the OpenCL roadmap to enable developer-requested functionality to be broadly deployed by hardware vendors, and it significantly increases deployment flexibility by empowering conformant OpenCL implementations to focus on functionality relevant to their target markets. OpenCL 3.0 also integrates subgroup functionality into the core specification, ships with a new OpenCL C 3.0 language specification, uses a new unified specification format, and introduces extensions for asynchronous data copies to enable a new class of embedded processors. The provisional OpenCL 3.0 specifications enable the developer community to provide feedback on GitHub before the specifications and conformance tests are finalized. Read more...

New OpenCL Logo
In support of the new release, OpenCL refreshed their logo. Click here to download the new logo pack. 

New OpenCL Landing Page and Resources Page
As part of the refresh, the landing page for OpenCL has a new look. In addition, there is a new resources page where you can find tools, kernel language, libraries, SDKs and more. 

New OpenCL Blog Post: Offline Compilation of OpenCL Kernels into SPIR-V Using Open Source Tooling 
OpenCL released a new blog post that addresses the increasing number of OpenCL run-times supporting ingestion of SPIR-V™. OpenCL developers may wish to use offline compilation to precompile SPIR-V kernels that can be used portably across multiple OpenCL implementations. Read more...

New OpenCL 3.0 Reference Guide
Download the OpenCL 3.0 Reference Guide. 

Game Developer Adoption and Attitudes Towards ASTC Texture Compression

Vulkan OpenGL LogoASTC (Adaptable Scalable Texture Compression) is an exceptionally efficient compression technology, which allows encoding of a wide variety of texture formats at bit-rates of 8 bits per pixel to below 1 bit per pixel. ASTC was contributed by Arm, developed under the cooperative process at Khronos and is royalty-free when used with Khronos’ OpenGL® ES and Vulkan® APIs. ASTC enables the size of textures used in 3D games and applications to be significantly reduced while being downloaded and stored – saving memory size, access bandwidth and reducing overall application size while retaining high image quality. Read more...

SYCL - The Dawn of a Unified Programming Model for Heterogeneous Modern C++ at SC19


SYCL LogoIn a new blog series, guest blogger and SYCL™ Working Group Chair, Michael Wong, will talk about SYCL and the SYCL Working Group’s activities. In this first blog, Michael tells of his experience at SC19 with SYCL and Intel’s oneAPI that implements the SYCL standard. In future blogs, Michael plans to tell us more about SYCL features and future directions.

View a glTF Model in AR on Android Without Leaving Your Browser


glTF LogoWith Chrome’s WebXR implementation for AR now shipping with Chrome 81 and WebXR Support in the new release of the project, AR on the web is easier than ever with no native app required. Now you can place glTF™ 3D models in your space without leaving your browser. Find out how in the recent Google guest post on the Khronos Blog.

IN THE NEWS                 

Open-source Modeling & Animation Tool Blender to Get VR Support via OpenXR

Blender LogoBlender, a popular free open-source modeling and animation tool, is soon to get VR support via the OpenXR™ API. Initially users will be able to step into their 3D scenes to see them up close and at scale, with new features expected in the future. Read more....

High Performance Computer Graphics for Android Mobile Game Development Using Vulkan API

Code Project LogoThis article briefly looks at two examples of how to use Vulkan to maximize the graphics performance in your game. It also shows a few key Vulkan performance samples that demonstrate common optimizations and best practices to follow in your mobile games. Read more...

Folding@Home Uses OpenCL for COVID19 Research and Breaks the Exaflop Barrier

Folding@Home LogoThe Folding@Home non-profit organization has created the world’s fastest supercomputer from volunteers loaning spare time on their home PCs to fold proteins, a task that could prove instrumental in the fight against the coronavirus. Scientists are using this enormous amount of compute power to simulate viral proteins in an effort to reveal new coronavirus therapeutic treatments. Read more...

Leadwerks 5 Feature Spotlight: glTF Models

Leadwerks LogoThe upcoming Leadwerks Game Engine 5 will be backwards-compatible with asset file formats used in version 4. In addition, Leadwerks is adding support for glTF 2.0 (GL Transmission Format), a new open-spec model format from The Khronos Group with support for skinned animation and PBR materials. glTF will be our main 3D model format, for both development and final published models.

What's so great about the glTF file format?

Codeplay Implements MKL-BLAS for NVIDIA GPUs Using SYCL and DPC++

Codeplay LogoSoftware developers are looking more than ever at how they can accelerate their applications without having to write optimized processor specific code. Codeplay recently made a significant contribution to DPC++, an open source implementation of the SYCL standard, by adding support for NVIDIA hardware. Read more...

Mesa 20.1 Adds A Vulkan Device Selection Layer For Better Handling Multi-GPU Setups

Mesa 3D Graphics Library LogoAfter the merge request was open for more than a half-year, Mesa 20.1 has landed a Vulkan device selection layer for choosing between multiple Vulkan-enabled GPUs on a given system as the default device. Read more...

Codeplay Releases ComputeCpp v2.0.0 Release with USM for SYCL

Codeplay LogoCodeplay is releasing ComputeCpp v2.0.0 which brings with it some changes to Codeplay’s practices and support as well as adding some new features. “Unified Shared Memory (USM)” aims to reduce the barrier to integrate SYCL code into existing C++ codebases by introducing new modes that reduce the amount of code that must be changed to interface the two codes. An “experimental” version of USM in ComputeCpp is available in v2.0.0. Read more...

Diligent Engine v2.4.e is out: Vulkan on Android and C API

Diligent Graphics LogoDiligent Engine is a modern cross-platform low-level graphics library and rendering framework. In a recent release, Diligent Engine enabled support of Vulkan on Android to bring the full power of next-gen APIs to mobile platforms. It also added long-requested C API to better suit the needs of graphics software developers. Diligent Engine is free software and its full source code is available on GitHub

Imagination Showcases Groundbreaking New OpenGL SC 2.0 Driver

Imagination Technologies LogoImagination Technologies new OpenGL SC (Safety-Critical) 2.0 driver development for its automotive GPUs enables automotive OEMs and Tier 1s to benefit from GPU acceleration in safety-critical applications. Automotive applications such as digital dashboards, dials, clusters, cockpit domain controllers, surround-view displays, and advanced driver-assistance systems (ADAS) can now function with an added layer of protection. Read more...

NVIDIA Vulkan Driver update to Windows 443.09 and Linux 440.66.12

NVIDIA LogoNVIDIA has released an update for their Vulkan driver. This update includes a bug fix and three new extensions:

For the latest Khronos news, visit the news archives


Khronos Presenting at AWE

May 26-29, 2020

AWE Logo

Khronos will be presenting at this year's AWE! Hear from those solving major technical challenges, bringing AR/VR into new sectors, considering ethical and legal issues, promoting diversity, and working on the cutting edge of AR/VR development. AWE is a virtual event.

Discover what Khronos will be presenting and get your discount code here!

PAST EVENTS                  


Laval Virtual

Laval Virtual LogoDownload presentations from Khronos President, Neil Trevett and Collabora's Ryan Pavlik, view video of the presentations, and more...

IWOCL / SYCLcon 2020

IWOCL / SYCLcon LogoThe entire proceedings of IWOCL / SYCLcon are available online. View recorded talks, the Khronos Panel discussion, an introduction to SYCL and a tutorial on application development with SYCL.  Read more....

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