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#khronos — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #khronos, aggregated by home.social.

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  1. 'an open, standards-based layer that lets any device connect to spatial services on demand
    'built on open standards from , , and
    -@metaverse
    youtube.com/watch?v=7HzMmsDSnOA

  2. 'an open, standards-based layer that lets any device connect to spatial services on demand
    'built on open standards from #Khronos, #W3C, and #OGC
    -@metaverse
    youtube.com/watch?v=7HzMmsDSnOA

  3. In the runup to today's Real-Time Shading BOF at , Khronos has released the Shader Ecosystem Survey Results.

    The results provide a summary of insights from over 400 shader developers, graphics programmers, rendering engineers, and tools creators. It captures a clear picture of how the real-time shading community works today — and where standardization efforts can deliver the greatest impact.

    Learn more: khronos.org/blog/shader-ecosys

  4. In the runup to today's Real-Time Shading BOF at #SIGGRAPH2026, Khronos has released the Shader Ecosystem Survey Results.

    The results provide a summary of insights from over 400 shader developers, graphics programmers, rendering engineers, and tools creators. It captures a clear picture of how the real-time shading community works today — and where standardization efforts can deliver the greatest impact.

    Learn more: khronos.org/blog/shader-ecosys
    #shaders #shaderlanguage #survey #Khronos

  5. SIGGRAPH 2026 is well underway and we just held the Khronos Fast Forward to a great crowd!

    There's plenty left! Check-out our event's page for full list of Khronos activities:

    khronos.org/events/siggraph-20

  6. SIGGRAPH 2026 is well underway and we just held the Khronos Fast Forward to a great crowd!

    There's plenty left! Check-out our event's page for full list of Khronos activities:

    khronos.org/events/siggraph-20
    #Siggraph2026 #Khronos

  7. SIGGRAPH 2026 is here!

    If you're at LACC or the JW Marriott this week, don't miss: Khronos Fast-Forward (Mon, 1pm) for a rapid-fire tour of Vulkan, Slang, OpenXR, glTF, ANARI, and WebGL/WebGPU — plus deep-dives throughout the week on The State of Vulkan, glTF 2.1 and Beyond, OpenXR's move into spatial computing, and AI-Powered Standards.

    Full schedule + RSVP: khronos.org/events/siggraph-20

  8. SIGGRAPH 2026 is here!

    If you're at LACC or the JW Marriott this week, don't miss: Khronos Fast-Forward (Mon, 1pm) for a rapid-fire tour of Vulkan, Slang, OpenXR, glTF, ANARI, and WebGL/WebGPU — plus deep-dives throughout the week on The State of Vulkan, glTF 2.1 and Beyond, OpenXR's move into spatial computing, and AI-Powered Standards.

    Full schedule + RSVP: khronos.org/events/siggraph-20
    #SIGGRAPH2026 #Khronos #Vulkan #OpenXR #glTF #ANARI #MachineLearning #WebGL #Slang

  9. Vulkan
    (@)vulkan(@)fosstodon.org

    *From rigged mesh to a living, physically-simulated character*

    New Advanced glTF tutorial series: GPU compute skinning, ragdoll physics, procedural IK, and bindless facial morph targets — a real production pipeline, not just a demo scene.

    docs.vulkan.org/tutorial/lates

    #Vulkan #glTF #Khronos #GameDev

    fosstodon.org/@vulkan/11691985

  10. Vulkan
    (@)vulkan(@)fosstodon.org

    *From rigged mesh to a living, physically-simulated character*

    New Advanced glTF tutorial series: GPU compute skinning, ragdoll physics, procedural IK, and bindless facial morph targets — a real production pipeline, not just a demo scene.

    docs.vulkan.org/tutorial/lates

    #Vulkan #glTF #Khronos #GameDev

    fosstodon.org/@vulkan/11691985

  11. *From rigged mesh to a living, physically-simulated character*

    New Advanced glTF tutorial series: GPU compute skinning, ragdoll physics, procedural IK, and bindless facial morph targets — a real production pipeline, not just a demo scene.

    docs.vulkan.org/tutorial/lates

  12. *From rigged mesh to a living, physically-simulated character*

    New Advanced glTF tutorial series: GPU compute skinning, ragdoll physics, procedural IK, and bindless facial morph targets — a real production pipeline, not just a demo scene.

    docs.vulkan.org/tutorial/lates

    #Vulkan #glTF #Khronos #GameDev

  13. "Unlock the GPU as a general-purpose engine, not just a rasterizer."

    This series takes you past `vkCmdDispatch` and into how compute actually executes on real hardware — occupancy, latency hiding, the Vulkan memory model, and subgroup operations that let invocations talk to each other without touching global memory.

    Learn more: docs.vulkan.org/tutorial/lates

  14. "Unlock the GPU as a general-purpose engine, not just a rasterizer."

    This series takes you past `vkCmdDispatch` and into how compute actually executes on real hardware — occupancy, latency hiding, the Vulkan memory model, and subgroup operations that let invocations talk to each other without touching global memory.

    Learn more: docs.vulkan.org/tutorial/lates
    #compute #parallelism #HPC #Vulkan #Khronos #programming #AI #GPU

  15. Khronos has formed a Volumetric Media Subgroup to extend glTF for interoperability across the volumetric pipeline — capture, encoding, streaming, and playback. The effort includes a liaison agreement with the Volumetric Format Association, which will adopt glTF as its primary format for future specifications.

    Any organization is welcome to join and contribute. Full details at the link.

    khr.io/1o3

  16. Khronos has formed a Volumetric Media Subgroup to extend glTF for interoperability across the volumetric pipeline — capture, encoding, streaming, and playback. The effort includes a liaison agreement with the Volumetric Format Association, which will adopt glTF as its primary format for future specifications.

    Any organization is welcome to join and contribute. Full details at the link.

    khr.io/1o3
    #glTF #Khronos #Volumetric #OpenStandards

  17. The Khronos Group has announced glTF 2.1, a backward-compatible revision of the core spec focused on one goal: making glTF work as well for large, composed scenes as it does for single assets.

    New in 2.1: external asset references, scene packaging, bounding volume hierarchies, thumbnails, 64-bit GLB, and more...

    Spec development is open on GitHub. Learn more: khronos.org/blog/introducing-g

  18. The Khronos Group has announced glTF 2.1, a backward-compatible revision of the core spec focused on one goal: making glTF work as well for large, composed scenes as it does for single assets.

    New in 2.1: external asset references, scene packaging, bounding volume hierarchies, thumbnails, 64-bit GLB, and more...

    Spec development is open on GitHub. Learn more: khronos.org/blog/introducing-g

    #glTF #Khronos #3D #OpenStandards #spatial #BIM #geospatial

  19. Vulkan has published a new sample demonstrating Shader Execution Reordering (SER) for ray tracing.

    SER separates ray traversal from shader invocation, letting the GPU reorder threads for better coherency before execution. The sample includes an interactive on/off toggle across three divergent material types, with real-world gains ranging from 11-24% in path tracing to 40-50% in high-divergence scenarios.

    github.com/KhronosGroup/Vulkan

  20. Vulkan has published a new sample demonstrating Shader Execution Reordering (SER) for ray tracing.

    SER separates ray traversal from shader invocation, letting the GPU reorder threads for better coherency before execution. The sample includes an interactive on/off toggle across three divergent material types, with real-world gains ranging from 11-24% in path tracing to 40-50% in high-divergence scenarios.

    github.com/KhronosGroup/Vulkan
    #RayTracing #GPU #GraphicsProgramming #Khronos

  21. The Vulkan SC SDK is now available -- one installer, all the tools you need for safety-critical graphics development on Linux and Windows. Less setup friction, more time building.

    khronos.org/blog/vulkan-sc-sdk

    Feedback and contributions welcome via GitHub Discussions or Discord.

  22. The Vulkan SC SDK is now available -- one installer, all the tools you need for safety-critical graphics development on Linux and Windows. Less setup friction, more time building.

    khronos.org/blog/vulkan-sc-sdk

    Feedback and contributions welcome via GitHub Discussions or Discord.

    #VulkanSC #Khronos #OpenSource

  23. The countdown is on — IWOCL 2026 is just two weeks away.

    Join the global OpenCL and SYCL community in Heilbronn, Germany (May 6–8) for the premier forum dedicated to open compute languages and heterogeneous platform programming. Expect the latest technical talks, Khronos Working Group updates, and ample opportunity to connect with peers across industry and academia.

    Registration is open: www.iwocl.org

  24. The countdown is on — IWOCL 2026 is just two weeks away.

    Join the global OpenCL and SYCL community in Heilbronn, Germany (May 6–8) for the premier forum dedicated to open compute languages and heterogeneous platform programming. Expect the latest technical talks, Khronos Working Group updates, and ample opportunity to connect with peers across industry and academia.

    Registration is open: www.iwocl.org
    #IWOCL #OpenCL #SYCL #HPC #Khronos #HeterogeneousComputing

  25. The Khronos 3D Formats Working Group has launched an Education, Insights, and Outreach (EIO) Subgroup to help developers and creators get the most from and — closing the gap between specification and real-world practice.

    The Subgroup's first public webinar takes place tomorrow, April 7: Gaussian Splats: Use Cases & Next Steps for glTF Standardization.

    khronos.org/blog/from-specific

  26. The Khronos 3D Formats Working Group has launched an Education, Insights, and Outreach (EIO) Subgroup to help developers and creators get the most from #glTF and #KTX — closing the gap between specification and real-world practice.

    The Subgroup's first public webinar takes place tomorrow, April 7: Gaussian Splats: Use Cases & Next Steps for glTF Standardization.

    khronos.org/blog/from-specific
    #Khronos #OpenStandards #GaussianSplatting

  27. The IWOCL 2026 program is live!

    The 14th International Workshop on OpenCL and SYCL is coming to Heilbronn, Germany this May 6–8, and the full conference program has just been published at iwocl.org.

    This year's lineup is packed. Whether you're working on heterogeneous HPC, GPU portability, or the future of open compute standards, this is the event for you.

    Explore the program at iwocl.org/iwocl-2026/conferenc

  28. The IWOCL 2026 program is live!

    The 14th International Workshop on OpenCL and SYCL is coming to Heilbronn, Germany this May 6–8, and the full conference program has just been published at iwocl.org.

    This year's lineup is packed. Whether you're working on heterogeneous HPC, GPU portability, or the future of open compute standards, this is the event for you.

    Explore the program at iwocl.org/iwocl-2026/conferenc
    #SYCL #OpenCL #Khronos #SPIRV #IWOCL2026 #HighPerformanceComputing #HPC #GPU

  29. #dae does anyone use else DAE files? Are you a #collada user? Should the format continue to receive support in spite of the #Khronos Group's abandonment?

  30. #dae does anyone use else DAE files? Are you a #collada user? Should the format continue to receive support in spite of the #Khronos Group's abandonment?

  31. It seems that #Vulkan could be the real alternative for using #AI on GPUs or CPUs of any brand, without necessarily having to rely on #CUDA or #AMD's #ROCm. I thought #SYCL was the alternative. This might finally free us from of monopoly #Nvidia.
    #Khronos

  32. It seems that #Vulkan could be the real alternative for using #AI on GPUs or CPUs of any brand, without necessarily having to rely on #CUDA or #AMD's #ROCm. I thought #SYCL was the alternative. This might finally free us from of monopoly #Nvidia.
    #Khronos

  33. Does anyone know if UE5's support for gltf's KHR_mesh_quantization will result in smaller vertices at runtime or is it just import support?

    #UnrealEngine5 #Mesh #GLTF #Khronos

  34. Does anyone know if UE5's support for gltf's KHR_mesh_quantization will result in smaller vertices at runtime or is it just import support?

    #UnrealEngine5 #Mesh #GLTF #Khronos

  35. I don't believe it will to lead to anything.

    but

    I am going to submit a 'New Initiative Proposal' to the Khronos group.

    (Once I polish the wording a bit more.)

    #khronos #3d #gamedev #foss #oss #opensource #interoperabe #b3d #unity3d #godotengine #unrealengine #vrchat #vseeface #yolo

  36. I don't believe it will to lead to anything.

    but

    I am going to submit a 'New Initiative Proposal' to the Khronos group.

    (Once I polish the wording a bit more.)

    #khronos #3d #gamedev #foss #oss #opensource #interoperabe #b3d #unity3d #godotengine #unrealengine #vrchat #vseeface #yolo

  37. #programming #gamedev #indiedev #khronos

    Yeah. I have a question.

    Why is my data format a programming language now?

    Maybe the real scientific, technological progress is the friends we make meme'ing about things like this.

    github.com/KhronosGroup/glTF/b

  38. #programming #gamedev #indiedev #khronos

    Yeah. I have a question.

    Why is my data format a programming language now?

    Maybe the real scientific, technological progress is the friends we make meme'ing about things like this.

    github.com/KhronosGroup/glTF/b

  39. These are my simple test, from left top to right down the image are with color tone mapping: Standard, #Khronos, #AgX, and #Filmic.
    #b3d #Blender #tone #color #mapping #PBR #rendering

  40. These are my simple test, from left top to right down the image are with color tone mapping: Standard, #Khronos, #AgX, and #Filmic.
    #b3d #Blender #tone #color #mapping #PBR #rendering

  41. I would say that this new color system is the one I prefer, it works very well for what I need and for now it is better than the other two, #Filmic and #AgX. #tone #mapping #Khronos #PBR Neutral #tone mapper. #b3d #Blender #Blender3D

  42. I would say that this new color system is the one I prefer, it works very well for what I need and for now it is better than the other two, #Filmic and #AgX. #tone #mapping #Khronos #PBR Neutral #tone mapper. #b3d #Blender #Blender3D

  43. For the record, this is one idiot techbro *assumption* without a shred of research.

    It’s a false assumption, for anyone who actually reads research or does their homework.

    Shame on Khronos for propagating random techbro opinion, but we should expect nothing less.

    #pbr #khronos #bullshit

  44. For the record, this is one idiot techbro *assumption* without a shred of research.

    It’s a false assumption, for anyone who actually reads research or does their homework.

    Shame on Khronos for propagating random techbro opinion, but we should expect nothing less.

    #pbr #khronos #bullshit

  45. I released version 0.2.0 of my extensible 3d file format called STF.

    It features a more streamlined import process, everything uses the same coordinate system as glTF 2.0, buffers can be longer than 32^2 bytes, and some bugs people reported were fixed.

    Find the GitHub repo here:
    github.com/emperorofmars/stf-u

    If you are curious, I made a 10-minute-long presentation video about STF:
    youtube.com/watch?v=cgY-faQrv7

    #stf #foss #opensource #freesoftware #3d #blender #unity #godot #gameengine #khronos #gltf

  46. I released version 0.2.0 of my extensible 3d file format called STF.

    It features a more streamlined import process, everything uses the same coordinate system as glTF 2.0, buffers can be longer than 32^2 bytes, and some bugs people reported were fixed.

    Find the GitHub repo here:
    github.com/emperorofmars/stf-u

    If you are curious, I made a 10-minute-long presentation video about STF:
    youtube.com/watch?v=cgY-faQrv7

    #stf #foss #opensource #freesoftware #3d #blender #unity #godot #gameengine #khronos #gltf

  47. GLTF 2.0 Is Broken - So I Made A Better 3D File-Format!

    youtu.be/cgY-faQrv78

    A 10-minute video presentation about how I created a prototype file-format simpler and more capable than glTF!

    It's called STF - Scene Transfer Format.
    Designed to easily support rapidly prototyping extensions to represent fully featured VR & V-Tubing avatars!

    Licensed under MIT.
    Git Repository: github.com/emperorofmars/stf-u

    #stf #foss #opensource #freesoftware #3d #blender #unity #godot #gameengine #khronos #gltf

  48. GLTF 2.0 Is Broken - So I Made A Better 3D File-Format!

    youtu.be/cgY-faQrv78

    A 10-minute video presentation about how I created a prototype file-format simpler and more capable than glTF!

    It's called STF - Scene Transfer Format.
    Designed to easily support rapidly prototyping extensions to represent fully featured VR & V-Tubing avatars!

    Licensed under MIT.
    Git Repository: github.com/emperorofmars/stf-u

    #stf #foss #opensource #freesoftware #3d #blender #unity #godot #gameengine #khronos #gltf