#khronos — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #khronos, aggregated by home.social.
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'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
https://www.youtube.com/watch?v=7HzMmsDSnOA -
'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
https://www.youtube.com/watch?v=7HzMmsDSnOA -
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: https://www.khronos.org/blog/shader-ecosystem-survey-results-2026?utm_medium=social&utm_source=mastodon&utm_campaign=Shader_Survey_Results&utm_content=blog
#shaders #shaderlanguage #survey #Khronos -
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: https://www.khronos.org/blog/shader-ecosystem-survey-results-2026?utm_medium=social&utm_source=mastodon&utm_campaign=Shader_Survey_Results&utm_content=blog
#shaders #shaderlanguage #survey #Khronos -
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:
https://www.khronos.org/events/siggraph-2026
#Siggraph2026 #Khronos -
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:
https://www.khronos.org/events/siggraph-2026
#Siggraph2026 #Khronos -
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: https://www.khronos.org/events/siggraph-2026
#SIGGRAPH2026 #Khronos #Vulkan #OpenXR #glTF #ANARI #MachineLearning #WebGL #Slang -
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: https://www.khronos.org/events/siggraph-2026
#SIGGRAPH2026 #Khronos #Vulkan #OpenXR #glTF #ANARI #MachineLearning #WebGL #Slang -
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.
https://docs.vulkan.org/tutorial/latest/Advanced_glTF/introduction.html
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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.
https://docs.vulkan.org/tutorial/latest/Advanced_glTF/introduction.html
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*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.
https://docs.vulkan.org/tutorial/latest/Advanced_glTF/introduction.html
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*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.
https://docs.vulkan.org/tutorial/latest/Advanced_glTF/introduction.html
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"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: https://docs.vulkan.org/tutorial/latest/Advanced_Vulkan_Compute/introduction.html
#compute #parallelism #HPC #Vulkan #Khronos #programming #AI #GPU -
"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: https://docs.vulkan.org/tutorial/latest/Advanced_Vulkan_Compute/introduction.html
#compute #parallelism #HPC #Vulkan #Khronos #programming #AI #GPU -
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.
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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.
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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: https://www.khronos.org/blog/introducing-gltf-2.1-with-complex-scenes
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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: https://www.khronos.org/blog/introducing-gltf-2.1-with-complex-scenes
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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.
https://github.com/KhronosGroup/Vulkan-Samples/tree/main/samples/extensions/ray_tracing_invocation_reorder
#RayTracing #GPU #GraphicsProgramming #Khronos -
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.
https://github.com/KhronosGroup/Vulkan-Samples/tree/main/samples/extensions/ray_tracing_invocation_reorder
#RayTracing #GPU #GraphicsProgramming #Khronos -
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.
Feedback and contributions welcome via GitHub Discussions or Discord.
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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.
Feedback and contributions welcome via GitHub Discussions or Discord.
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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 -
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 -
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.
https://www.khronos.org/blog/from-specification-to-practice-unlocking-gltfs-full-potential
#Khronos #OpenStandards #GaussianSplatting -
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.
https://www.khronos.org/blog/from-specification-to-practice-unlocking-gltfs-full-potential
#Khronos #OpenStandards #GaussianSplatting -
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 https://www.iwocl.org/iwocl-2026/conference-program/
#SYCL #OpenCL #Khronos #SPIRV #IWOCL2026 #HighPerformanceComputing #HPC #GPU -
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 https://www.iwocl.org/iwocl-2026/conference-program/
#SYCL #OpenCL #Khronos #SPIRV #IWOCL2026 #HighPerformanceComputing #HPC #GPU -
The Khronos Group is celebrating 25 years! Come reminisce with us!
https://www.khronos.org/blog/the-khronos-group-celebrates-25-years-shaping-the-future-through-open-standards?utm_medium=social&utm_source=mastodon&utm_campaign=Khronos_at_25&utm_content=blog
#khronos #anniversary -
The Khronos Group is celebrating 25 years! Come reminisce with us!
https://www.khronos.org/blog/the-khronos-group-celebrates-25-years-shaping-the-future-through-open-standards?utm_medium=social&utm_source=mastodon&utm_campaign=Khronos_at_25&utm_content=blog
#khronos #anniversary -
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?
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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?
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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
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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
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#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.
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#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.
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#Blender 4.2! New tone mapping, the #Khronos #PBR Nuetral Tone Mapper.
#b3d #blender3d color
https://www.youtube.com/watch?v=iQ3m0CfuSmgDoc in https://developer.blender.org/docs/release_notes/4.2/rendering/
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#Blender 4.2! New tone mapping, the #Khronos #PBR Nuetral Tone Mapper.
#b3d #blender3d color
https://www.youtube.com/watch?v=iQ3m0CfuSmgDoc in https://developer.blender.org/docs/release_notes/4.2/rendering/
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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.
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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.
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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:
https://github.com/emperorofmars/stf-unityIf you are curious, I made a 10-minute-long presentation video about STF:
https://www.youtube.com/watch?v=cgY-faQrv78#stf #foss #opensource #freesoftware #3d #blender #unity #godot #gameengine #khronos #gltf
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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:
https://github.com/emperorofmars/stf-unityIf you are curious, I made a 10-minute-long presentation video about STF:
https://www.youtube.com/watch?v=cgY-faQrv78#stf #foss #opensource #freesoftware #3d #blender #unity #godot #gameengine #khronos #gltf
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GLTF 2.0 Is Broken - So I Made A Better 3D File-Format!
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: https://github.com/emperorofmars/stf-unity#stf #foss #opensource #freesoftware #3d #blender #unity #godot #gameengine #khronos #gltf
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GLTF 2.0 Is Broken - So I Made A Better 3D File-Format!
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: https://github.com/emperorofmars/stf-unity#stf #foss #opensource #freesoftware #3d #blender #unity #godot #gameengine #khronos #gltf