With an 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. Consistently using the same front-end compiler can enhance cross-vendor deployment consistency, while reducing overall compile times and eliminating the need to ship OpenCL C source code. Kernel development may also be more
Game Developer Adoption and Attitudes Towards ASTC Texture Compression
ASTC (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. These benefits are especially valuable on mobile platforms leading to ASTC becoming the most widely used texture compression format for Vulkan and OpenGL ES applications on Android.
SYCL - The Dawn of a Unified Programming Model for Heterogeneous Modern C++ at SC19
My name is Michael Wong, and in this blog I will talk about SYCL™, the Khronos® Group’s open standard for programming heterogeneous processors in “single-source” standard C++ and the SYCL working group’s activities. I have had the pleasure of chairing SYCL for the last four years, taking over from Codeplay’s Andrew Richards, shepherding a group of insanely talented people from many companies who are driving forward the technology of heterogeneous, modern C++. In this blog, I’ll tell you about my experience at SC19 with SYCL and Intel’s oneAPI that implements the SYCL standard. In future blogs, I would like to tell you more about SYCL features and future directions.
We often hear that developers would like a single location to find all the available resources for learning Vulkan and wanted to create a list of the most up to date and valuable set of resources. We’ve made good progress on new resources, releasing the Vulkan Code Samples and Vulkan Guide both of which we encourage developers of all skill levels to check out.
However, there is always more that we can do to improve that state of available
Learning from Home with 3D Content
Education has evolved to include 3D content delivered directly to a students mobile devices, allowing them to navigate around the artifact at their own pace.
In the last several weeks learning has moved from the classroom into the home, as schools across the world have temporarily closed.
The old way of learning involved reading textbooks or consuming content delivered through paper handouts. Sometimes live specimens or scale models could be us