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The Khronos Group announced that it will bring the Vulkanised developer conference to Mountain View, CA, USA on February 5-7, 2024. Vulkanised is the largest event dedicated to developers using the Vulkan® API and is a unique technical event that brings the Vulkan community together to exchange ideas, solve problems, and help steer the future development of the Vulkan API and ecosystem. Khronos has issued a public call for talks and is seeking submissions from application developers, Vulkan implementers, engine and framework builders, thought leaders, researchers, educators, and open-source tool providers who are eager to share their experiences for the benefit of the Vulkan community. Vulkanised provides a great opportunity for Vulkan experts to share their work, ideas, and unique perspectives with peers in the Vulkan ecosystem. The deadline for submissions is Friday, November 24, 2023. Anyone is invited to submit a proposal at: https://vulkan.org/events/vulkanised-2024/call-for-submissions.
Call for submissions is now open for Vulkanised 2024! Vulkanised is the largest event dedicated to developers using the Vulkan API and is a unique technical event that brings the Vulkan developer community together to exchange ideas, solve problems and help steer the future development of the Vulkan API and ecosystem. The organizers are seeking submissions from application developers, Vulkan implementors, engine and framework builders, thought leaders, researchers, educators, and open-source tools providers who are eager to share their experiences for the benefit of the Vulkan community. Talks typically last 30 minutes and provide a great opportunity to share your work, ideas, and perspectives with your peers in the Vulkan ecosystem. Submissions closes November 24.
Call for submissions is now open for Vulkanised 2024! Vulkanised is the largest event dedicated to developers using the Vulkan API and is a unique technical event that brings the Vulkan developer community together to exchange ideas, solve problems and help steer the future development of the Vulkan API and ecosystem. The organizers are seeking submissions from application developers, Vulkan implementors, engine and framework builders, thought leaders, researchers, educators, and open-source tools providers who are eager to share their experiences for the benefit of the Vulkan community. Talks typically last 30 minutes and provide a great opportunity to share your work, ideas, and perspectives with your peers in the Vulkan ecosystem. Submissions closes November 24.
Mark Young of LunarG created a “how to” guide for GFXReconstruct for Vulkan developers. The guide shows several examples of how to use the GFXReconstruct tools. These examples will help work through issues you may discover while attempting to perform the same process on your own application.
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. These functions work well when the image data is available or needed in device memory and it is desirable to do the copy on the device timeline. There are, however, common scenarios where that is not true. Additionally, whenever the data is available or needed in host memory, a buffer↔image copy can incur penalties. The recently released VK_EXT_host_image_copy extension aims to address these inefficiencies.
KDGpu is a thin wrapper around Vulkan whose purpose it is to make modern graphics APIs more accessible and easier to learn. It cuts through the verbose syntax, makes managing object lifetimes much simpler and allows you to get your project working without having to be bogged down in intricacies involved in tasks such as synchronization or memory handling. The sensible option defaults in KDGpu mean that you can focus on solving the problem at hand. Furthermore, KDGpu exposes almost all of the power of raw Vulkan and is very well suited to teaching modern graphics APIs and their concepts.
Join us Wednesday, June 9th, for a full day of Khronos BOFs at SIGGRAPH! The BOFs will take place at the JW Marriott LA Live, Platinum Salon D beginning at 10am. At the end of the BOFs we will have a joint networking reception with the Metaverse Standards Forum starting at 6pm. Come and enjoy a cold beverage with us! RSVP. Thank you to our networking reception sponsors: Cesium, LunarG, and Epic Games! For those not able to join us at SIGGRAPH in Los Angeles, we will live stream the BOFs free of charge! Bookmark this YouTube page and don’t miss out! Schedule: https://www.khronos.org/events/2023-siggraph
AMD has announced the release of an experimental vendor extension to support GPU Work Graphs in Vulkan. “We’re looking forward to experimenting with GPU Work Graphs using the VK_AMDX_shader_enqueue extension. Having early access to the extension gives us the ability to try out new ideas and rendering approaches and provide feedback as GPU Work Graphs hopefully move towards becoming a more widespread standard.” - Dan Ginsburg, Graphics Developer, Valve