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Khronos Releases Open-Source iOS App for Viewing glTF Files
glTF is the most portable and accessible asset format for bringing 3D content to diverse platforms, including the web. This open, royalty-free specification minimizes the runtime processing to unpack and process 3D assets, while also supporting sophisticated graphics functionality, rich textures, and diverse materials. Broad industry support for glTF includes adoption of glTF 2.0 as an ISO/IEC International Standard. Now, Khronos is pleased to announce an open-source native iOS app, “Khronos glTF Viewer,” that enables users to view and interact with glTF assets on iOS devices, including in AR. This app is distinct from the glTF Sample Viewer, the official browser-based reference viewer from Khronos. Rather, it is squarely focused on bringing glTF viewing capabilities to iOS devices, bridging a crucial gap for the “JPEG of 3D” and hastening a future where content creators can deploy glTF assets on any target platform. “Khronos glTF Viewer” is live on the Apple App Store with source code immediately available on GitHub under the Apache 2.0 license; developer participation and feedback is welcome
Kitware Adds ANARI Support to VTK to Simplify Access to Accelerated 3D Rendering Engines
Kitware and NVIDIA have collaborated to integrate ANARI™, the open, cross-platform 3D rendering engine API from the Khronos® Group, into VTK (Visualization Toolkit). VTK is a cross-platform and feature-rich data analysis and visualization toolkit used in application domains ranging from medical imaging to large-scale scientific visualization. Through this integration, ANARI offers VTK users seamless access to a rich set of hardware-accelerated 3D rendering engines and capabilities. Kitware is also working to expose ANARI in ParaView, their state-of-the-art visualization application built on VTK. Exposing ANARI parameters in the ParaView user interface provides access to the rich world of accelerated 3D rendering engines enabled through the cross-platform ANARI API.
Exascale Computing Project at the University of Cambridge uses Khronos SYCL Standard to Develop Performance Portable FEniCS Libraries for the Finite Element Method
Image courtesy of: https://fenicsproject.org/ - The figure shows the von Mises stresses computed from a nonlinear thermomechanical FEniCSx simulation of a turbocharger.
Researchers from the University of Cambridge use SYCL™ as a high-performance language for solving differential equations with the finite element method. SYCL is an open, non-proprietary, royalty-free programming language developed and maintained by the Khronos® Gr
One of the most common requests that the Vulkan Working Group gets from the developer community is to improve Vulkan documentation, which would make it quicker and easier to find the information needed to learn Vulkan, and to navigate through the various kinds of information needed for application development. Over the past few months, the Vulkan Working Group has been working hard to improve the developer experience by streamlining access to our key documentation. We have gathered all the key documents including the specifications, guides, tutorials and samples into a single website to allow developers to easily find the right documents and navigate quickly to the information they need.
Keeping the Beat: Porting Beat Saber to OpenXR for An Improved Developer Experience
Beat Saber is one of the world’s most popular VR games, with over 6 million users across a wide array of platforms. We want the experience of slashing through blocks with a laser sword to rock, no matter what hardware or platform players use.
In pursuit of a more consistent, maintainable cross-platform experience, we recently merged our Beat Saber's PC implementation using Steam VR and Oculus VR by porting to OpenXR. The result was a clean
Vulkan SC: Significant Ecosystem and Tooling Updates
Vulkan® SC is a streamlined API based on the Khronos® Vulkan API that enables state-of-the-art GPU-accelerated graphics and computation to be deployed in safety-critical systems. On September 27, 2023, the Vulkan SC Working Group at Khronos released the latest Vulkan SC 1.0.13 maintenance update. Alongside the new specification there are significant Vulkan SC tooling updates and streamlined ecosystem synergy with mainstream Vulkan. R
Attendees at the Khronos Fast Forward Birds of a Feather Session at SIGGRAPH 2023
At SIGGRAPH 2023, Khronos hosted a series of packed-house Birds-of-a-Feather (BoF) sessions exploring the latest updates and future developments for glTF, the open-standard 3D format that allows content creators to build an asset once and use it everywhere. Standing-room-only gatherings of content creators, platform providers and tool vendors discussed new glTF cap
The Vulkan Working Group has released the VK_EXT_host_image_copy extension, allowing copies to and from images to be done on the host rather than the device.
Vulkan already provides functions to copy between buffers and images through vkCmdCopyBufferToImage, vkCmdCopyImageToBuffer, and vkCmdCopyImage (later made extensible in VK_KHR_copy_commands2 and Vulkan 1.3). These functions are essential as the physical layout of an image (otherwise known as memory swizzling) created with VK_IMAGE_TILING_OPTIMAL is opaque to the application, so it cannot meaningfully copy to and from such an image by mapping its device memory on the host. What’s more, its device memory may not be host-mappable to begin with. However, the Vulkan implementation is capable of copying to and from these types of images with hardware-accelerated swizzling.
Optimize 3D Assets with Khronos’ New glTF-Compressor Tool
The glTF™ open standard 3D asset format from the Khronos Group enables online retailers and adtech platforms to enhance their interactive customer experiences with runtime-efficient, 3D product models. With the latest glTF PBR (Physically Based Rendering) material extensions, artists can create incredibly detailed and realistic assets – but in many cases, they’ve been held back by concerns about how these assets would perform on the web due to large texture sizes. Today, Khronos is releasing the open source glTF-Compressor tool for interactively optimizing and fine tuning texture compression settings, to help users adjust their 3D assets for optimal web delivery.
A New Shopping Dimension: Ace Hardware Teams with Epigraph for glTF-based 3D WebAR Experiences
Despite its convenience, online shopping for hardware products and home goods lacks many of the charms of the physical, in-person shopping experience. When you see a product with your own eyes, you can more readily imagine what it looks like in your living room, garage, backyard, or wherever you need it. This visualization process plays a highly influential role in consumer purchasing decisions.
Meta Uses Khronos Open Standards in New Intermediate Graphics Library
Meta is excited to announce the release of our new open-source Intermediate Graphics Library (IGL)! At Meta, we are committed to building open standards for 3D graphics in partnership with the broader industry and the Khronos® Group. After months of hard work and dedication, we're thrilled to share our latest creation with the development community.
IGL provides developers with a powerful set of tools for creating high-quality visuals and g
Introducing Vulkan Ray Tracing Position Fetch Extension
On April 27, 2023 the Vulkan® Ray Tracing TSG released the VK_KHR_ray_tracing_position_fetch extension, which exposes the ability to fetch vertex positions from an acceleration structure hit when tracing rays. The SPIR-V SPV_KHR_ray_tracing_position_fetch and GLSL GL_EXT_ray_tracing_position_fetch extensions have also been released to provide SPIR-V and GLSL support for this functionality.
You Can Use Vulkan Without Pipelines Today
Today, Khronos® is releasing a new multi-vendor Vulkan® extension that aims to radically simplify how applications specify shaders and shader state while maintaining Vulkan’s ethos of being a highly performant “API without secrets.”
This extension is VK_EXT_shader_object. It introduces a new VkShaderEXT object type which represents a single compiled shader stage, along with 4 new functions to manipulate and use VkShaderE
Background to Compute in Vulkan
Graphics processors have come a long way from simple framebuffer-based 2D display cards to fully programmable high performance devices. One of the most groundbreaking changes in this evolution was the addition of freely programmable compute units, paving the way for general-purpose computations on the GPU (aka “GPGPU”) and leveraging graphics processors for a host of use cases that have traditionally be