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Cookie Policy Clicking 'Accept All Cookies' means you agree to our cookie use and data sharing as described in our privacy policy under 'Cookies and Tracking Technologies'. Manage cookie options Skip to main content December 20, 2017 – Beaverton, OR – The Khronos™ Group, an open consortium of leading hardware and software companies creating advanced acceleration standards, announces the release of
NNEF reduces machine learning deployment fragmentation by enabling a rich mix of neural network training tools and inference engines to be used by applications across a diverse range of devices and platforms. The goal of NNEF is to enable data scientists and engineers to easily transfer trained networks from their chosen training framework into a wide variety of inference engines. A stable, flexib
Khronos Announces the Vulkan Portability Initiative - Khronos Blog Vulkan is a highly-portable, new-generation graphics and compute API that provides high-efficiency, cross-platform access to modern GPUs used in a wide variety of devices from PCs and consoles to mobile phones and embedded platforms. To expand the number of platforms that Vulkan can support, Khronos has formed a Vulkan Portability
Empowering Portable Immersive Experiences OpenXR is a royalty-free, open standard that provides a common set of APIs for developing XR applications that run across a wide range of AR and VR devices. This reduces the time and cost required for developers to adapt solutions to individual XR platforms while also creating a larger market of easily supported applications for device manufacturers that a
Neural Network Exchange Format (NNEF) NNEF reduces machine learning deployment fragmentation by enabling a rich mix of neural network training tools and inference engines to be used by applications across a diverse range of devices and platforms. The goal of NNEF is to enable data scientists and engineers to easily transfer trained networks from their chosen training framework into a wide variety
Handling Lost Context in WebGL WebGL makes the amazing power of your GPU available to JavaScript to do all kinds of fancy and wonderful things. Unfortunately the GPU is a shared resource and as such there are times when it might be taken away from your program. Examples: Another page does something that takes the GPU too long and the browser or the OS decides to reset the GPU to get control back.
Khronos Releases Vulkan 1.0 Specification Multiple Hardware Drivers and Developer SDKs Immediately Available February 16th 2016 – San Francisco – The Khronos™ Group, an open consortium of leading hardware and software companies, announces the immediate availability of the Vulkan™ 1.0 royalty-free, open standard API specification. Vulkan provides high-efficiency, cross-platform access to graphics a
Cookie Policy Clicking 'Accept All Cookies' means you agree to our cookie use and data sharing as described in our privacy policy under 'Cookies and Tracking Technologies'. Manage cookie options Skip to main content The 3D Asset Delivery Format glTF™ is a royalty-free specification for the efficient transmission and loading of 3D scenes and models by engines and applications. glTF minimizes the si
C++ Programming for Heterogeneous Parallel Computing SYCL is an open, royalty-free, cross-platform abstraction layer that enables code for heterogeneous and offload processors to be written using modern ISO C++, and provides APIs and abstractions to find devices (CPUs, GPUs, FPGAs ...) on which code can be executed, and to manage data resources and code execution on those devices. What is SYCL? An
Khronos Reveals Vulkan API for High-efficiency Graphics and Compute on GPUs Demos of real-world applications running on Vulkan drivers and hardware at GDC; New SPIR-V intermediate language shared by Vulkan and OpenCL 2.1 March 3rd 2015, San Francisco, GDC – The Khronos™ Group, an open consortium of leading hardware and software companies, today announced the availability of technical previews of t
Announcing the release of Vulkan 1.4 Vulkan 1.4 Khronos Streamlines Development and Deployment of GPU-Accelerated Applications. Vulkan 1.4 integrates and mandates support for many proven features into its core specification, expanding the functionality that is consistently available to developers, greatly simplifying application development and deployment across multiple platforms Vulkan 1.4 Press
Loading OpenGL Functions is an important task for initializing OpenGL after creating an OpenGL context. You are strongly advised to use an OpenGL Loading Library instead of a manual process. However, if you want to know how it works manually, read on. Platform Specific Function Retrieval Querying the function pointers requires using a function not defined by the OpenGL API. It is a platform-specif
The Rendering Pipeline is the sequence of steps that OpenGL takes when rendering objects. This overview will provide a high-level description of the steps in the pipeline. Diagram of the Rendering Pipeline. The blue boxes are programmable shader stages. The OpenGL rendering pipeline is initiated when you perform a rendering operation. Rendering operations require the presence of a properly-defined
© Copyright Khronos Group 2014 - Page 1 OpenGL Efficiency: AZDO Cass Everitt OpenGL Engineer, NVIDIA GDC, San Francisco, March 2014 © Copyright Khronos Group 2014 - Page 2 AZDO? • Approaching Zero Driver Overhead © Copyright Khronos Group 2014 - Page 3 Why do you care about driver overhead? •Because driver overhead == cost •Costs - CPU cycles from app - CPU cache from app - power / battery - GPU t
Khronos Releases OpenGL ES 3.1 Specification New version of the royalty-free 3D graphics API used on virtually all smartphones and tablets adds advanced 3D features and integrated GPU computing March 17, 2014 – San Francisco, Game Developer’s Conference – The Khronos™ Group today announced the immediate release of the OpenGL® ES 3.1 specification, bringing significant functionality enhancements to
If the parameters of a function call do not match the set of parameters allowed by OpenGL, or do not interact reasonably with state that is already set in the context, then an OpenGL Error will result. The errors are presented as an error code. For most OpenGL errors, and for most OpenGL functions, a function that emits an error will have no effect. No OpenGL state will be changed, no rendering wi
Vulkan Nintendo Co., Ltd. 2025-05-03 Vulkan_1_4 911
A Shader Storage Buffer Object is a Buffer Object that is used to store and retrieve data from within the OpenGL Shading Language. SSBOs are a lot like Uniform Buffer Objects. Shader storage blocks are defined by Interface Block (GLSL)s in almost the same way as uniform blocks. Buffer objects that store SSBOs are bound to SSBO binding points, just as buffer objects for uniforms are bound to UBO bi
オレゴン州ビーバートン – 2023年1月30日 – 午前10時(太平洋標準時) – 先進的な相互運用性規格を策定するリーディングカンパニーによるオープンコンソーシアムであるThe Khronos® Group は、LunarG が Windows および Linux 向けの Vulkan Software Development Kit (SDK) バージョン1.3.239.0 をリリースしたことを発表しました。このバージョンには、2022年12月に最終決定された4つのVulkan Video拡張機能や、ヘッダのアップグレード、検証レイヤーの統合が含まれています。複数のGPUベンダーからリリースされるドライバによって、開発者はVulkan Video で高速化されたH.264およびH.265デコードをアプリケーションやフレームワークで利用できるようになりました。 2022年6月21日 –
Quite a few websites show the same mistakes and the mistakes presented in their tutorials are copied and pasted by those who want to learn OpenGL. This page has been created so that newcomers understand GL programming a little better instead of working by trial and error. There are also other articles explaining common mistakes: Common Mistakes in GLSL Unexpected Results you can get when using Ope
Portable, Power-efficient Vision Processing OpenVX™ is an open, royalty-free standard for cross platform acceleration of computer vision applications. OpenVX enables performance and power-optimized computer vision processing, especially important in embedded and real-time use cases such as face, body and gesture tracking, smart video surveillance, advanced driver assistance systems (ADAS), object
Name: COLLADA DOM Purpose: Low level API Last updated: December 4, 2008 Current version: 2.2.0 Status: Production/Stable OS: Platform-Independent Forum Report bugs Maintainer: Du Hung Hou Contact for technical issues: The COLLADA Document Object Model (COLLADA DOM) is an application programming interface (API) that provides a C++ object representation of a COLLADA XML instance document. The DOM is
Heterogeneous parallel computing in HTML5 web browsers WebCL 1.0 defines a JavaScript binding to the Khronos OpenCL standard for heterogeneous parallel computing. WebCL enables web applications to harness GPU and multi-core CPU parallel processing from within a Web browser, enabling significant acceleration of applications such as image and video processing and advanced physics for WebGL games. We
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