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?
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.)
DirectX is adopting SPIR-V
https://devblogs.microsoft.com/directx/directx-adopting-spir-v/
#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.
#Blender 4.2! New tone mapping, the #Khronos #PBR Nuetral Tone Mapper.
#b3d #blender3d color
https://www.youtube.com/watch?v=iQ3m0CfuSmg
Doc in https://developer.blender.org/docs/release_notes/4.2/rendering/
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.
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
The #SPIR-V 1.6, Revision 3 specification is now available.
I will not join Siggraph this year.
But ... some of my work will.
Blender is a major open source software to create glTF assets, using Blender-glTF-IO addon, shipped with Blender.
I maintain & develop it.
In slight need of spec/language lawyers: Reading this line ( https://registry.khronos.org/OpenCL/specs/3.0-unified/html/OpenCL_API.html#CL_DEVICE_MAX_MEM_ALLOC_SIZE), do you think:
A: that the minimum allocation of the max mem allocation flag is 1:4?
B: that the max allocation must be max(min(1024 × 1024 × 1024, 1/4th of CL_DEVICE_GLOBAL_MEM_SIZE), 32 × 1024 × 1024)
in other words, given a 16GB card, should the maximum allocation be 4GB, or should the minimum of the max allocation be 4GB?
#Introduction / #NewHere: My wandering career has led me to Google, where I own #modelviewer, your #opensource #web library to put #3D on your page with just a line of HTML, in photorealistic #PBR.
I also work standards on #glTF with #Khronos, and long ago with #3MF.
My side project is #Manifold, an open source #geometry kernel which I believe is the first to guarantee manifold mesh output. Test it out at https://manifoldcad.org/
Summary of my anger toward #Khronos software management in one command line:
% pacman -Ql glslang | grep -oE '[^/]+\.(so|a)$'
libGenericCodeGen.a
libHLSL.a
libHLSL.so
libMachineIndependent.a
libOGLCompiler.a
libOSDependent.a
libSPIRV.a
libSPIRV.so
libSPVRemapper.a
libSPVRemapper.so
libglslang-default-resource-limits.a
libglslang-default-resource-limits.so
libglslang.a
libglslang.so
Don't expect pc files associated. Some are even just mandatory stub libs.
Libs detection is overall a nightmare.
Learn how to create a 3D model from scratch, UV wrap it, and export it.
This goes a bit further than the donut tutorial and forces you to create a new structure, texture, unique map and actually put it in a usable format - which can be tricky. #Blender has support for GLTF, which everyone should be using, given its universal compatibility and direct support by #Khronos Group.
Basic tutorials are all over, but few touch on everything. Try this:
https://all3dp.com/2/blender-uv-mapping-simply-explained/
2/5
Khronos Finalizes Vulkan Video Extensions for Accelerated H.264 and H.265 Decode https://www.khronos.org/blog/khronos-finalizes-vulkan-video-extensions-for-accelerated-h.264-and-h.265-decode
Vulkan Video extensions seamlessly integrate hardware accelerated video compression and decompression into the Vulkan API
I'm a #Linux graphics driver developer who works across the stack. I've done a bit of kernel hacking but am mostly focused on #Mesa3D userspace drivers and the #Vulkan API. I'm also part of the #Khronos working group that defines the Vulkan API.
I'm currently developing a brand new open-source Vulkan driver for NVIDIA hardware called NVK: https://www.collabora.com/news-and-blog/news-and-events/introducing-nvk.html
I post about my work and various other graphics topics and try to help demystify graphics hardware and drivers.
#Intel, #Arm & #Khronos Feel Ready to Land #SPIR-V Backend Within #LLVM
Based on
https://www.phoronix.com/scan.php?page=news_item&px=LLVM-Ready-For-SPIR-V-Backend
Original Source via mailing list
https://lists.llvm.org/pipermail/llvm-dev/2021-December/154270.html
Vulkan 1.2.197 Released With Dynamic Rendering Extension: https://www.phoronix.com/scan.php?page=news_item&px=Vulkan-1.2.197-Released #linux #linuxgaming #vulkan #extension #dynamicrendering #khronos