As advanced games and applications continue to push the performance envelope, developers look to their 3D APIs for improved predictability, threading and reduced CPU load. New extensions to OpenGL and a totally new 3D API Vulkan are answering these requests directly. This session introduces and details both of these approaches a shows how applications can use OpenGL "AZDO" (Approaching Zero Driver Overhead) extensions like NVIDIA's Command Lists to greatly reduce single-threaded CPU overhead while reusing existing OpenGL code. Going further, the second section introduces the new 3D API from Khronos called Vulkan. Finally, there is a discussion of the tradeoffs of extended OpenGL and AZDO versus Vulkan, and how a developer might choose between them.
Discover how over 100 companies cooperate at the Khronos Group to create open, royalty free standards that enable developers to access the power of the GPU to accelerate demanding compute, graphics and vision applications. This session includes the very latest updates, including the newly announced Vulkan, SPIR-V, OpenVX and OpenCL 2.1 specifications.
In the first part of the talk we'll present the VK_NVX_device_generated_commands extension, which allows the GPU to generate the most frequent rendering commands on its own, including pipeline changes.In the second part well introduce new Vulkan VR extensions, discuss their usage and provide short samples for common use cases. We also give a brief update on the new OpenGL VR SLI extension, plans for new API interoperability and shortly touch on new Vulkan Nsight functionality.
Discover how over 100 companies cooperate at the Khronos Group to create open, royalty-free standards that enable developers to access the power of the GPU to accelerate demanding compute, graphics, and vision applications. Learn the very latest updates on a number of Khronos cross-platform standards, including the newly announced OpenXR for portable AR and VR, Vulkan, SPIR-V, OpenVX, OpenGL, and OpenCL. We'll also provide insights into how these open standards APIs are supported across NVIDIA's product families.
This talk will feature an update on what's happening in the professional VR space at NVIDIA. We first introduce OpenGL and Vulkan VR functionality, and then will talk about how to drive dual-input HMDs from two GPUs efficiently.