Domain: khronos.org
Stories and comments across the archive that link to khronos.org.
Stories · 34
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Khronos Group Announces Release of Vulkan 1.0 (phoronix.com)
An anonymous reader writes: Vulkan 1.0 was released this morning as a surprise for those looking towards a high-performance, cross-platform (everyone but Apple) API. In a lengthy overview of Vulkan 1.0, the stage is set for making Vulkan what it's been talked up to be, but it's not there yet for end-users to fully enjoy: NVIDIA has conformant drivers out for major platforms, AMD doesn't have any conformant driver yet, and Intel only has a conformant Linux driver. The lone launch title for Vulkan 1.0 is Talos Principle, but don't expect it to perform better than the OpenGL port at this time. While it's easy for many game developers to port to Vulkan, it will require significant investment to make the engines really much faster than their OpenGL/DirectX11-geared code-bases while new games should be much better from the start when designed around this lower-level API. The spec will be available at Khronos.org and the Vulkan SDK is available from LunarG.com. -
Khronos Delays Vulkan Graphics API To 2016 Release (phoronix.com)
An anonymous reader writes: The Khronos Group has announced that the Vulkan specification is complete and undergoing legal review and final polishing, but it means that Vulkan will not be published this year. Khronos reports that the Vulkan 1.0 specification will be published when the first conformant implementations are confirmed. Phoronix received some more details about the state of Vulkan in that there were a lot of changes since GDC and " the gating factor for release will be availability of product-quality implementations." -
OpenGL Library Mesa 11.0 Brings Open Source OpenGL 4
jj110888 writes: Mesa, the open source implementation of OpenGL, has just announced version 11.0. This adds support for the amdgpu driver, fixes for non-Windows platforms, new OpenGL ES extensions supported, and more. Most notable is the support for all extensions in OpenGL 4.1 by the radeonsi and nvc0 drivers, and support for extensions added in OpenGL 4.2 by the i965 driver. This brings the OpenGL version supported by core Mesa from 3.3 to 4.2, five and a half years after OpenGL 4 was released. Mesamatrix gives the status of which OpenGL extensions are supported by which open source driver. Vulkan, on the otherhand, will have an open source driver once the spec is released. -
Khronos Group Announces Vulkan To Compete Against DirectX 12
Phopojijo writes The Khronos Group has announced the Vulkan API for compute and graphics. Its goal is to compete against DirectX 12. It has some interesting features, such as queuing to multiple GPUs and an LLVM-based bytecode for its shading language to remove the need for a compiler from the graphics drivers. Also, the API allows graphics card vendors to support Vulkan with drivers back to Windows XP "and beyond." -
Mesa 10.2 Improves Linux's Open-Source Graphics Drivers
An anonymous reader writes "Mesa 10.2 was introduced this week as the new shining example of what open source graphics (and open source projects in general) are capable of achieving. The latest release of this often underrepresented open source graphics driver project has many new OpenGL and driver features including a number of new OpenGL 4 extensions. The reverse-engineered Freedreno driver now poses serious competition to Qualcomm's Adreno driver, an OpenMAX implementation was added for Radeon video encoding support, Intel Broadwell support now works better, the software rasterizer supports OpenGL 3.3, and many other changes are present." -
OpenGL 4.4 and OpenCL 2.0 Specs Released
Via Ars comes news that the OpenGL 4.4 and OpenCL 2.0 were released yesterday. OpenGL 4.4 features a few new extensions, perhaps most importantly a few to ease porting applications from Direct3D. New bindless shaders have access to the entire virtual address space of the card, and new sparse textures allow streaming tiles of textures too large for the graphics card memory. Finally, the ARB has announced the first set of conformance tests since OpenGL 2.0, so going forward anything calling itself OpenGL must pass certification. The OpenCL 2.0 spec is still provisional, but now features a memory model that is a subset of C11, allowing sharing of complex data between the host and GPU and avoiding the overhead of copying data to and from the GPU (which can often make using OpenCL a losing proposition). There is also a new spec for an intermediate language: "'SPIR' stands for Standard Portable Intermediate Representation and is a portable non-source representation for OpenCL 1.2 device programs. It enables application developers to avoid shipping kernel source and to manage the proliferation of devices and drivers from multiple vendors. OpenCL SPIR will enable consumption of code from third party compiler front-ends for alternative languages, such as C++, and is based on LLVM 3.2. Khronos has contributed open source patches for Clang 3.2 to enable SPIR code generation." For full details see Khronos's OpenGL 4.4 announcement, and their OpenCL 2.0 announcement. Update: 07/23 20:17 GMT by U L : edxwelch notes that Anandtech published notes and slides from the SIGGRAPH announcement. -
OpenGL 4.4 and OpenCL 2.0 Specs Released
Via Ars comes news that the OpenGL 4.4 and OpenCL 2.0 were released yesterday. OpenGL 4.4 features a few new extensions, perhaps most importantly a few to ease porting applications from Direct3D. New bindless shaders have access to the entire virtual address space of the card, and new sparse textures allow streaming tiles of textures too large for the graphics card memory. Finally, the ARB has announced the first set of conformance tests since OpenGL 2.0, so going forward anything calling itself OpenGL must pass certification. The OpenCL 2.0 spec is still provisional, but now features a memory model that is a subset of C11, allowing sharing of complex data between the host and GPU and avoiding the overhead of copying data to and from the GPU (which can often make using OpenCL a losing proposition). There is also a new spec for an intermediate language: "'SPIR' stands for Standard Portable Intermediate Representation and is a portable non-source representation for OpenCL 1.2 device programs. It enables application developers to avoid shipping kernel source and to manage the proliferation of devices and drivers from multiple vendors. OpenCL SPIR will enable consumption of code from third party compiler front-ends for alternative languages, such as C++, and is based on LLVM 3.2. Khronos has contributed open source patches for Clang 3.2 to enable SPIR code generation." For full details see Khronos's OpenGL 4.4 announcement, and their OpenCL 2.0 announcement. Update: 07/23 20:17 GMT by U L : edxwelch notes that Anandtech published notes and slides from the SIGGRAPH announcement. -
Why Hasn't 3D Taken Off For the Web?
First time accepted submitter clockwise_music writes "With HTML5 we're closer to the point where a browser can do almost everything that a native app can do. The final frontier is 3D, but WebGL isn't even part of the HTML5 standard, Microsoft refuses to support it, Apple wants to push their native apps and it's not supported in the Android mobile browser. Flash used to be an option but Adobe have dropped mobile support. To reach most people you'd have to learn Javascript, WebGL and Three.js/Scene.js for Chrome/Firefox, then you'd have to learn Actionscript + Flash for the Microsofties, then learn Objective-C for the apple fanboys, then learn Java to write a native app for Android. When will 3D finally become available for all? Do you think it's inevitable or will it never see the light of day?" -
Why Hasn't 3D Taken Off For the Web?
First time accepted submitter clockwise_music writes "With HTML5 we're closer to the point where a browser can do almost everything that a native app can do. The final frontier is 3D, but WebGL isn't even part of the HTML5 standard, Microsoft refuses to support it, Apple wants to push their native apps and it's not supported in the Android mobile browser. Flash used to be an option but Adobe have dropped mobile support. To reach most people you'd have to learn Javascript, WebGL and Three.js/Scene.js for Chrome/Firefox, then you'd have to learn Actionscript + Flash for the Microsofties, then learn Objective-C for the apple fanboys, then learn Java to write a native app for Android. When will 3D finally become available for all? Do you think it's inevitable or will it never see the light of day?" -
Intel Supports OpenGL ES 3.0 On Linux Before Windows
An anonymous reader writes "The Khronos Group has published the first products that are officially conformant to OpenGL ES 3.0. On that list is the Intel Ivy Bridge processors with integrated graphics, which support OpenGL ES 3.0 on open-source Linux Mesa. This is the best timing yet for Intel's open-source team to support a new OpenGL standard — the standard is just six months old whereas it took years for them to support OpenGL ES 2.0. There's also no OpenGL ES 3.0 Intel Windows driver yet that's conformant. Intel also had a faster turn-around time than NVIDIA and AMD with the only other hardware on the list being Qualcomm and PowerVR hardware. OpenGL ES 3.0 works with Intel Ivy Bridge when using the Linux 3.6 kernel and the soon-to-be-out Mesa 9.1." Phoronix ran a rundown of what OpenGL ES 3.0 brings back in August. -
Mesa Finally An OpenGL Implementation (On Intel Hardware)
Mesa 3D has famously always not been technically OpenGL (lacking certification), but times are changing: "This is a great day for Mesa and open-source graphics drivers. Just a tad over a month ago, I submitted OpenGL ES 2.0 conformance test results to Khronos for Intel Sandy Bridge and Ivy Bridge GPUs with Mesa 8.0.4. There were no objections during the 30 day review period, so we are now officially conformant! Finally being on that list is pretty cool. Not only is this great news for my team at Intel, but it's terrific news for Mesa. Mesa has had a long history with OpenGL, the ARB, and Khronos. This is, however, the first time that Mesa has ever, in any way, been listed as a conformant implementation. This is a big boost to Mesa's credibility." -
OpenGL Version 4.3 Released
An anonymous reader writes "The Khronos Group has released the specification for OpenGL 4.3 at the SIGGRAPH 2012 conference in Los Angeles. New functionality includes: compute shaders that harness GPU parallelism for advanced computation, shader storage buffers, improved debug message output, high quality ETC2 / EAC texture compression as a standard feature, memory security improvements, robustness improvements, texture parameter queries, and more." The Khronos Group also released the OpenGL for Embedded Systems 3.0 specification, which is backwards-compatible with version 2.0. The new specification includes enhancements to the rendering pipeline, "a new version of the GLSL ES shading language with full support for integer and 32-bit floating point operations," and improved texturing functionality, among other things. -
OpenGL Version 4.3 Released
An anonymous reader writes "The Khronos Group has released the specification for OpenGL 4.3 at the SIGGRAPH 2012 conference in Los Angeles. New functionality includes: compute shaders that harness GPU parallelism for advanced computation, shader storage buffers, improved debug message output, high quality ETC2 / EAC texture compression as a standard feature, memory security improvements, robustness improvements, texture parameter queries, and more." The Khronos Group also released the OpenGL for Embedded Systems 3.0 specification, which is backwards-compatible with version 2.0. The new specification includes enhancements to the rendering pipeline, "a new version of the GLSL ES shading language with full support for integer and 32-bit floating point operations," and improved texturing functionality, among other things. -
Khronos Releases OpenGL 4.2 Specification
jrepin tips news that the Khronos Group has announced the release of the OpenGL 4.2 specification. Some of the new functionality includes: "Enabling shaders with atomic counters and load/store/atomic read-modify-write operations to a single level of a texture (These capabilities can be combined, for example, to maintain a counter at each pixel in a buffer object for single-rendering-pass order-independent transparency); Capturing GPU-tessellated geometry and drawing multiple instances of the result of a transform feedback to enable complex objects to be efficiently repositioned and replicated; Modifying an arbitrary subset of a compressed texture, without having to re-download the whole texture to the GPU for significant performance improvements; Packing multiple 8 and 16 bit values into a single 32-bit value for efficient shader processing with significantly reduced memory storage and bandwidth, especially useful when transferring data between shader stages." -
AMD Betting Future On the GPGPU
arcticstoat writes with an interview in bit-tech "AMD's manager of Fusion software marketing Terry Makedon revealed that 'AMD as a company made a very, very big bet when it purchased ATI: that things like OpenCL will succeed. I mean, we're betting everything on it.' He also added: 'I'll give you the fact that we don't have any major applications at this point that are going to revolutionize the industry and make people think "oh, I must have this," granted, but we're working very hard on it. Like I said, it's a big bet for us, and it's a bet that we're certain about.'" -
Google Launches 3D Driver Project For Chrome
CWmike writes "Google has launched a new project for Chrome that will let the browser run a wider range of 3D graphics content without downloading additional drivers. The open-source project, called ANGLE (Almost Native Graphics Layer Engine), seeks to let Chromium run WebGL content on Windows computers, wrote product manager Henry Bridge on the Chromium blog. WebGL is still-developing a cross-platform Web standard for accessing low-level 3D graphics hardware based on the OpenGL ES 2.0 API (application programming interface) that can be implemented directly in a browser without a plugin. 'ANGLE will allow Windows users to run WebGL content without having to find and install new drivers for their system,' Bridge wrote. Because ANGLE aims to use most of the OpenGL ES 2.0 API, it may help developers working on mobile and embedded devices, Bridge wrote. 'ANGLE should make it simpler to prototype these applications on Windows and also gives developers new options for deploying production versions of their code to the desktop.'" -
Initial WebGL Support Lands In WebKit
appleprophet writes "WebGL is an upcoming standard from the Khronos Group, the same standards body behind OpenCL and OpenGL ES. It defines the use of OpenGL in websites using the standard canvas element. In other words, websites will be able to render hardware accelerated, 3D graphics natively inside of a web page. In the last week, WebKit, the rendering engine behind Safari and Google Chrome, has added initial support for WebGL, which means it probably won't be too long before Macs and iPhones everywhere get OpenGL web apps. This could have big implications for gaming. HTML5 has steadily been encroaching on desktop applications' territory, but I don't think many people expected browser-based, hardware-accelerated graphics this soon." -
Initial WebGL Support Lands In WebKit
appleprophet writes "WebGL is an upcoming standard from the Khronos Group, the same standards body behind OpenCL and OpenGL ES. It defines the use of OpenGL in websites using the standard canvas element. In other words, websites will be able to render hardware accelerated, 3D graphics natively inside of a web page. In the last week, WebKit, the rendering engine behind Safari and Google Chrome, has added initial support for WebGL, which means it probably won't be too long before Macs and iPhones everywhere get OpenGL web apps. This could have big implications for gaming. HTML5 has steadily been encroaching on desktop applications' territory, but I don't think many people expected browser-based, hardware-accelerated graphics this soon." -
Mind-Blowing Interfaces On Display At SIGGRAPH 2009
An anonymous reader writes "Tech Review has a roundup of some cool, experimental new interfaces being shown at SIGGRAPH 2009, underway in New Orleans this week. They include an amazing 'touchable holograph' display, developed by a team in Japan, which uses an ultrasound device to simulate the sense of touch as the user grasps objects shown in 3D. The other ideas on display are Augmented Reality for Ordinary Toys, Hyper-Realistic Virtual Reality, 3D Teleconferencing and Scratchable Input Devices. If this is the future of computers, sign me up." The conference has also seen the release of OpenGL 3.2 by the Khronos Group. -
Khronos Launches Initiative For Standards-Based 3-D Web Content
xororand writes "The initiative called 'Accelerated 3D on the web' has been formed by the Khronos consortium with the goal to define an open standard for 3D content on the web, using OpenGL and ECMAscript, as it was suggested by Mozilla developers. 'The Khronos(TM) Group today announced an initiative to create an open, royalty-free standard for bringing accelerated 3D graphics to the Web. In response to a proposal from Mozilla, Khronos has created an "Accelerated 3D on Web" working group that Mozilla has offered to chair. This royalty-free standard will be developed under the proven Khronos development process with a target of a first public release within 12 months.' Unlike previous attempts to establish 3D standards for the web, this one might be actually successful due to the use of existing open standards, and the increasing performance of ECMAscript engines." -
AMD Adds OpenGL 3.0 Support To Graphics Drivers
arcticstoat writes "Just a few months after The Khronos Group unveiled the Open GL 3.0 spec last year, AMD has included full support for the new API in its first WHQL driver of 2009 — Catalyst 9.1. OpenGL 3.0 requires DirectX 10-level hardware, such as AMD's Radeon HD series of GPUs. However, unlike Direct3D 10, OpenGL 3.0's features can be enabled on both Windows XP and Vista, as well as Linux and Mac OS, which could be a bonus for game developers looking for a broad base of customers. The Khronos Group claims that OpenGL 3.0 has a 'rough feature parity' with Direct3D 10, and it provides Shader Model 4.0 support, including features such as the Geometry Shader. The Khronos Group also says that the new API will interoperate with the GPGPU API OpenCL, which could allow OpenGL 3.0 to compete with the Compute Shader promised in Microsoft's DirectX 11 API." -
Khronos Releases OpenCL Spec
kpesler writes "Today, the Khronos Group released the OpenCL API specification (which we discussed earlier this year). It provides an open API for executing general-purpose code kernels on GPUs — so-called GPGPU functionality. Initially bolstered by Apple, the API garnered the support of major players including NVIDIA, AMD/ATI, and Intel. Motivated by inclusion in OS X Snow Leopard, the spec was completed in record time — about half a year from the formation of the group to the ratified spec." -
OpenGL 3.0 Released, Developers Furious
ikol writes "After over a year of delays, the OpenGL ARB (part of the Khronos industry group) today released the long-awaited spec for OpenGL 3.0 as part of the SIGGRAPH 2008 proceedings. Unfortunately it turns out not to be the major rewrite that was promised to developers. The developer community is generally furious, with many game developers intending to jump ship to DX10. Is this the end of cross-platform 3d on the cutting edge?" -
OpenGL Spec Now Controlled by Khronos Group
99BottlesOfBeerInMyF writes "According to a recent press release, the OpenGL Architecture Review Board has voted to transfer control of the OpenGL API standard to the Khronos Group, an industry working group that seems mostly known for its focus on mobile applications. Apple Computer has also just joined the group, presumably because of their interest in OpenGL for the OS X platform. I wonder what affect, if any, this will have upon the future development of the OpenGL standard." -
Open Multimedia Standards for Devices get a Boost
An anonymous reader writes "Khronos Group, an industry consortium that develops open graphics standards announced at SIGGRAPH this week that it has released a specification for accelerated 2D vector graphics (OpenVG 1.0), updated its specification for embedded graphics hardware/software (OpenGL ES 2.0), initiated an embedded audio acceleration standard (OpenSL ES ), and annexed a project developing a lossless data interchange format for 3D authoring software (Collada). With literally billions of devices -- including mobile phones, portable media players, gaming devices, and set-top entertainment systems -- increasingly sporting rich multimedia capabilities, these standards come as great news!" -
Open Multimedia Standards for Devices get a Boost
An anonymous reader writes "Khronos Group, an industry consortium that develops open graphics standards announced at SIGGRAPH this week that it has released a specification for accelerated 2D vector graphics (OpenVG 1.0), updated its specification for embedded graphics hardware/software (OpenGL ES 2.0), initiated an embedded audio acceleration standard (OpenSL ES ), and annexed a project developing a lossless data interchange format for 3D authoring software (Collada). With literally billions of devices -- including mobile phones, portable media players, gaming devices, and set-top entertainment systems -- increasingly sporting rich multimedia capabilities, these standards come as great news!" -
Open Multimedia Standards for Devices get a Boost
An anonymous reader writes "Khronos Group, an industry consortium that develops open graphics standards announced at SIGGRAPH this week that it has released a specification for accelerated 2D vector graphics (OpenVG 1.0), updated its specification for embedded graphics hardware/software (OpenGL ES 2.0), initiated an embedded audio acceleration standard (OpenSL ES ), and annexed a project developing a lossless data interchange format for 3D authoring software (Collada). With literally billions of devices -- including mobile phones, portable media players, gaming devices, and set-top entertainment systems -- increasingly sporting rich multimedia capabilities, these standards come as great news!" -
Open Multimedia Standards for Devices get a Boost
An anonymous reader writes "Khronos Group, an industry consortium that develops open graphics standards announced at SIGGRAPH this week that it has released a specification for accelerated 2D vector graphics (OpenVG 1.0), updated its specification for embedded graphics hardware/software (OpenGL ES 2.0), initiated an embedded audio acceleration standard (OpenSL ES ), and annexed a project developing a lossless data interchange format for 3D authoring software (Collada). With literally billions of devices -- including mobile phones, portable media players, gaming devices, and set-top entertainment systems -- increasingly sporting rich multimedia capabilities, these standards come as great news!" -
Open Multimedia Standards for Devices get a Boost
An anonymous reader writes "Khronos Group, an industry consortium that develops open graphics standards announced at SIGGRAPH this week that it has released a specification for accelerated 2D vector graphics (OpenVG 1.0), updated its specification for embedded graphics hardware/software (OpenGL ES 2.0), initiated an embedded audio acceleration standard (OpenSL ES ), and annexed a project developing a lossless data interchange format for 3D authoring software (Collada). With literally billions of devices -- including mobile phones, portable media players, gaming devices, and set-top entertainment systems -- increasingly sporting rich multimedia capabilities, these standards come as great news!" -
Sony Endorsing Open Graphics Format For PS3
News for nerds writes "At the tech talk as part of the forthcoming SIGGRAPH 2004 conference on August 11th, an open graphics file format for the interactive 3D [videogame] industry called COLLADA will be unveiled by Sony Computer Entertainment. COLLADA is supported by major 3D toolchain companies including Alias, Criterion, Discreet, Emdigo, Novodex, Softimage and Vicarious Visions. If you combine this with the recent news that Sony has joined Khronos Group to support OpenGL/ES, OpenMAX, OpenVG and OpenML, it seems evident that Sony is quietly fighting back against the loudly trumpeted Microsoft XNA (/. coverage) with its plan of an open game development platform." -
The State of OpenGL
CowboyRobot writes "No longer vapor, but a true 3D-embedded engine, OpenGL is on the move. Pixar and others would love to be able to render their movies in realtime, and that desire has prompted the intended release of OpenGL 2.0, due in a few months. Khronos is now in charge of further extending OpenGL to cellphones and handheld gaming devices." -
OpenGL 1.5
Yogijalla writes "SGI and OpenGL ARB just announced the OpenGL 1.5 specification, introducing support for a new OGL Shading Language. Also, check out the new Java bindings to OpenGL. OGL 1.5 is a step towards the OGL 2.0, already suggested 2.0 by 3DLabs." Also worth pointing out that OpenML SDK has been released as well. -
Khronos Releases OpenGL ES Graphics Standard
An anonymous reader writes "The Khronos Group announced today that it has ratified the OpenGL ES 1.0 royalty-free open standard for advanced 2D and 3D graphics in embedded systems including mobile and handheld devices, and that the API specification is now available for free download. OpenGL ES defines subset profiles of OpenGL; OpenGL and OpenGL ES are royalty-free, open standard APIs that enable authoring and playback of dynamic media on a wide variety of platforms and devices. OpenGL ES 1.0 is said to run in software implementations as small as 50Kbytes, and can enable hardware graphics pipeline acceleration on both fixed point and floating point systems." -
New Cross Platform Alternative To DirectX
BlackVomit writes: " There's a bunch of companies such as 3dfx, 3Dlabs, ATI, Compaq, Discreet, Evans & Sutherland, IBM, Intel, S3, and SGI that have formed a special interest group called Khronos to design a cross platform API for graphics, video, and audio. This is very cool, as it could be a huge leap for gaming on Linux as well as all platforms that choose to implement the API. Imagine games that work seamlessly on Winders as well as Linux/Unix, BeOs, Mac, etc. I am somewhat surprised that nVidia isn't in on this. " Let's just hope they work with the other open-standards projects for these things. The promise of a "an industry wide, non-proprietary approach" just screams out for it ...