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Vulkan

@vulkan.fosstodon.org.ap.brid.gy
30 followers 1 following 67 posts

API for High-efficiency Graphics and Compute on GPUs [bridged from fosstodon.org/@vulkan on the fediverse by fed.brid.gy ]

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Vulkan @vulkan.fosstodon.org.ap.brid.gy · 29/09/2026
New Sample - Shader Quad Control This sample shows how VK_KHR_shader_quad_control lets fragment shaders share data across a 2x2 pixel quad using subgroupQuadBroadcast and the full_quads execution mode, with no shared memory and no descriptors. You get more stable derivatives for LOD selection […]
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Vulkan @vulkan.fosstodon.org.ap.brid.gy · 24/09/2026
New Sample - Device Fault This sample shows how to use VK_EXT_device_fault (plus VK_EXT_device_address_binding_report) to pull real diagnostic data out of a GPU crash: vendor fault descriptions, the exact faulting memory address, and a live log of every buffer's bind/unbind range so you can […]
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Vulkan @vulkan.fosstodon.org.ap.brid.gy · 21/09/2026
New Sample – Descriptor Heap This sample renders textured cubes to demonstrate VK_EXT_descriptor_heap, which replaces the traditional descriptor set and pool workflow with a memory-centric one where descriptor data is written directly into heap memory. It shows new heap-binding functions […]
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Vulkan @vulkan.fosstodon.org.ap.brid.gy · 15/09/2026
New Sample - Swapchain Present Timing The sample renders a circle moving linearly across the viewport, which is a good visual test for detecting micro-stutters and verifying smooth presentation. It queries past presentation timing information and uses the last known display time along with the […]
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Vulkan @vulkan.fosstodon.org.ap.brid.gy · 10/09/2026
New Sample - VK_EXT_layer_settings This sample demonstrates how to use VK_EXT_layer_settings to configure Vulkan layers (in particular VK_LAYER_KHRONOS_validation) directly from your application. Instead of relying on environment variables or JSON files, you can enable features like Best […]
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Vulkan @vulkan.fosstodon.org.ap.brid.gy · 08/09/2026
-- Khronos Safety Critical Survey -- Help shape the future of safety-critical GPU acceleration! Khronos is collecting requirements for Vulkan SC, SYCL SC & OpenGL SC. This 15-20 min survey is for practitioners in avionics, automotive, industrial & related domains. Survey closes Friday, Oct. 2. […]
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Vulkan @vulkan.fosstodon.org.ap.brid.gy · 08/09/2026
New Sample - Rendering an OctMap In this new sample, we demonstrate several advanced Vulkan techniques working together: - Octomap instanced rendering — dynamically display a voxel occupancy map generated by ARKit SLAM using GPU instancing. - Gaussian Splat rendering — render the same scene as […]
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Khronos Group @thekhronosgroup.fosstodon.org.ap.brid.gy · 21/08/2026
Khronos showed up big at SIGGRAPH 2026 in LA: 20+ sessions, hands-on courses, and BOFs, kicked off by Khronos Developer Day on July 22. Get access to recordings, slides, and see the full recap: www.khronos.org/blog/khronos-at-sig… #SIGGRAPH2026 #Vulkan #glTF #Slang #OpenXR
Blog: Khronos at SIGGRAPH 2026
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Vulkan @vulkan.fosstodon.org.ap.brid.gy · 31/07/2026
New Vulkan Tutorial: Opacity Micromaps A focused bonus course tucked inside Building a Simple Engine's "Extra Courses," aimed at one very specific ray tracing performance problem: alpha-tested geometry. Foliage, chain-link fences, and hair force the GPU to run […] [Original post on fosstodon.org]
New Vulkan Tutorial - Micromaps
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Khronos Group @thekhronosgroup.fosstodon.org.ap.brid.gy · 20/07/2026
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 […]
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Vulkan @vulkan.fosstodon.org.ap.brid.gy · 17/07/2026
*Turn Cloud and Local LLMs into a genuine engineering teammate.* This series is about "Collaborative Engineering" — using AI deliberately and rigorously, not just autocomplete. It sets up an AI-enhanced toolchain, teaches you to pick and specialize models for […] [Original post on fosstodon.org]
New Vulkan Tutorial: AI-Assisted Vulkan Development
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Vulkan @vulkan.fosstodon.org.ap.brid.gy · 16/07/2026
*Stop guessing at barriers. Start reasoning about dependencies.* Vulkan's hardest topic, rebuilt around the modern standard. This series replaces legacy 1.0 barrier soup with `vk::DependencyInfo` and timeline semaphores, then uses that foundation to architect […] [Original post on fosstodon.org]
New Tutorial - Synchronization 2: Mastering the GPU/CPU Handshake
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Khronos Group @thekhronosgroup.fosstodon.org.ap.brid.gy · 15/07/2026
Khronos is heading to SIGGRAPH 2026, July 19-23 in Los Angeles, with a full week of courses, BOFs, and community events. The centerpiece is Wednesday, July 22 — our biggest BOF day of the conference, packed with back-to-back sessions covering the full breadth […] [Original post on fosstodon.org]
Join us at SIGGRAPH 2026
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Vulkan @vulkan.fosstodon.org.ap.brid.gy · 15/07/2026
*Take your Vulkan renderer into stereo, headset, and beyond.* The most expansive series in the collection, walking from the OpenXR/Vulkan 1.3 handshake all the way to multi-GPU CAVE installations and light-field rendering — everything needed to ship real […] [Original post on fosstodon.org]
Vulkan Tutorial: OpenXR and Vulkan 1.3 Spatial Computing
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Vulkan @vulkan.fosstodon.org.ap.brid.gy · 14/07/2026
*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 […] [Original post on fosstodon.org]
New Vulkan Tutorial - Advanced glTF: High-Performance Character Pipelines
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Vulkan @vulkan.fosstodon.org.ap.brid.gy · 14/07/2026
Vulkanised 2027, the 9th Vulkan Developer Conference, heads to Kortrijk, Belgium on February 8–10, 2027, hosted by HOWEST University of Applied Sciences. We're looking for talks from application developers, Vulkan implementers, framework builders, and […] [Original post on fosstodon.org]
Call for submissions has opened for Vulkanised 2027 being held in Kortrijk, Belgium February 8-10, 2027.
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Khronos Group @thekhronosgroup.fosstodon.org.ap.brid.gy · 14/07/2026
If you're at SIGGRAPH 2026, don't miss the Real-Time Shading BOF — Tuesday, July 21, 1:00–3:00 PM PDT, Room 518 Special guest speaker, Ken Perlin, will be presenting, "The birth of Procedural Shaders." Don't miss it! […] [Original post on fosstodon.org]
Real-Time Shading Birds of a Feather at SIGGRAPH Featuring Ken Perlin
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Vulkan @vulkan.fosstodon.org.ap.brid.gy · 10/07/2026
*Run trained neural networks on the GPU — your way, your pipeline.* A pragmatic, three-path series: integrate battle-tested libraries (TensorFlow Lite, ONNX Runtime, PyTorch Mobile, DirectML), compile models through an ML compiler (IREE, TVM, OpenXLA), or […] [Original post on fosstodon.org]
New Tutorial - Machine Learning Inference with Vulkan
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Vulkan @vulkan.fosstodon.org.ap.brid.gy · 08/07/2026
Vulkan is deprecating host-side ray tracing acceleration structure builds. #Vulkan is consolidating around a single, device-address-based path for acceleration structure builds, moving away from the host-side commands introduced back in 2020. If you're still […] [Original post on fosstodon.org]
Vulkan Ray Tracing deprecates host-side acceleration structure builds
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Vulkan @vulkan.fosstodon.org.ap.brid.gy · 06/07/2026
"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 […] [Original post on fosstodon.org]
Advanced compute: the power of parallelism
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Vulkan @vulkan.fosstodon.org.ap.brid.gy · 29/06/2026
This great blog from NVIDIA describes the new descriptor heap feature in Vulkan that refactors resource binding from the ground up, addressing long-standing user feedback to streamline and bring greater parity to how it works in Direct3D 12 (D3D12). This post highlights what descriptor heaps add […]
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Vulkan @vulkan.fosstodon.org.ap.brid.gy · 27/05/2026
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 […]
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Vulkan @vulkan.fosstodon.org.ap.brid.gy · 18/05/2026
New Vulkan sample: Rasterization Order Attachment Access This sample demonstrates VK_EXT_rasterization_order_attachment_access, which enables framebuffer attachment reads from one fragment to the next in rasterization order, without requiring explicit synchronization or subpass […]
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Vulkan @vulkan.fosstodon.org.ap.brid.gy · 12/05/2026
Optimizing Vulkan for tile-based GPUs? The Vulkan Guide's TBR best practices page is a great resource. The core idea: keep data on-chip. Quick wins: - Set loadOp/storeOp correctly on render pass attachments - Mark depth/stencil as DONT_CARE if you don't need them after the pass - Use compact […]
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Vulkan @vulkan.fosstodon.org.ap.brid.gy · 08/04/2026
A new tutorial from Etay Meiri is out: www.youtube.com/watch?v=HmA0ytPjbK0 In this video he demonstrates how to use Specialization Constants in Vulkan.
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Vulkan @vulkan.fosstodon.org.ap.brid.gy · 27/03/2026
Arm has done some major upgrades to Frame Advisor, a free suite of profiling and performance analysis tools for Arm CPUs and GPUs. The new updates significantly improves capture reliability, correctness, and long-term scalability for complex Vulkan workloads […]
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Vulkan @vulkan.fosstodon.org.ap.brid.gy · 20/03/2026
LunarG's white paper, Configuring Vulkan Layers, has been updated for Vulkan SDK 1.4.335 and newer. This comprehensive guide serves as the go-to reference for configuring Vulkan layers. The new update brings greater consistency, easier discovery of layer features, and smoother workflows for […]
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Vulkan @vulkan.fosstodon.org.ap.brid.gy · 16/03/2026
New blog: how FFmpeg uses Vulkan Compute shaders to accelerate professional codec workflows — FFv1, ProRes, ProRes RAW, APV and more — on any Vulkan-capable GPU, with no fixed-function hardware required. Fully GPU-resident, no CPU hand-offs, and portable […] [Original post on fosstodon.org]
Video Encoding and Decoding with Vulkan Compute Shaders in FFmpeg
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Vulkan @vulkan.fosstodon.org.ap.brid.gy · 25/02/2026
The Vulkan Working Group has published, Building a Simple Game Engine, a new in-depth tutorial for developers ready to move beyond the basics and into professional-grade engine development. Learn more […] [Original post on fosstodon.org]
Vulkan releases new game engine tutorial
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Vulkan @vulkan.fosstodon.org.ap.brid.gy · 19/02/2026
We are excited to share that the session videos and presentation slides from Vulkanised 2026 are now available online! The full set of technical videos and downloadable slides covering keynotes, deep-dives, case studies, and panel sessions is now ready for the […] [Original post on fosstodon.org]
Proceedings from Vulkanised 2026 are now available
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Vulkan @vulkan.fosstodon.org.ap.brid.gy · 16/02/2026
Happy birthday Vulkan!
Celebrating 10 years of Vulkan!
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Vulkan @vulkan.fosstodon.org.ap.brid.gy · 05/02/2026
Vulkan has completely revamped the Vulkan subsystem with the release of the VK_EXT_descriptor_heap extension. In this blog, Vulkan Strategy Officer, Tobias Hector, explains how the new extension fundamentally changes how Vulkan applications interact with […] [Original post on fosstodon.org]
Vulkan Descriptor Heap extension blog
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Khronos Group @thekhronosgroup.fosstodon.org.ap.brid.gy · 27/01/2026
The 2026 LunarG Vulkan Ecosystem Survey is LIVE! Your feedback shapes Vulkan's future: SDK tools, validation layers, extensions, platform support & more. Quick, anonymous, and it helps every dev in the ecosystem. Take it now! surveymonkey.com/r/LRFD7V6
Take the 2026 Vulkan Ecosystem Survey!
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Vulkan @vulkan.fosstodon.org.ap.brid.gy · 23/01/2026
Today the Vulkan Working Group has released two important updates to the API and ecosystem: an entirely new Descriptor system and the Vulkan Roadmap 2026 Milestone. Initial support for these features is expected in the next Vulkan SDK release planned for Q1 […] [Original post on fosstodon.org]
Vulkan Roadmap 2026 and new Descriptor Heap extension
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Vulkan @vulkan.fosstodon.org.ap.brid.gy · 20/01/2026
Register now for Vulkanised 2026, the largest event dedicated to developers using the Vulkan API, and bring your questions to be answered by our world-leading panel of experts! Explore the agenda and register today: vulkan.org/events/vulkanised-2026 […] [Original post on fosstodon.org]
Join us at Vulkanised 2026 and bring your questions to be answered by our world-leading panel of Vulkan experts
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Vulkan @vulkan.fosstodon.org.ap.brid.gy · 07/01/2026
Khronos Group Welcomes Lisuan Technology as Contributor Member Lisuan Technology is a company dedicated to the research and development of graphics rendering GPUs. Founded by leading figures in the GPU industry, it possesses capabilities in large-scale chip […] [Original post on fosstodon.org]
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Vulkan @vulkan.fosstodon.org.ap.brid.gy · 07/01/2026
Early Bird pricing for Vulkanised 2026 ends on January 18. Register now to attend the largest event dedicated to developers using the Vulkan API. Learn from leading Vulkan experts and gain real-world insights into the latest Vulkan developments, extensions […] [Original post on fosstodon.org]
Early Bird pricing ends January 18
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Vulkan @vulkan.fosstodon.org.ap.brid.gy · 04/12/2025
Newly released VK_EXT_present_timing extension combines two fundamental features: -The ability to receive timing feedback about previous presentation requests -The ability to explicitly specify a target presentation time for each request Learn more: khr.io/1m8 #vulkan
Blended frames of an animated circle. Top half is animated using CPU time and bottom half using predicted display time, showing improved frame pacing consistency
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Vulkan @vulkan.fosstodon.org.ap.brid.gy · 18/11/2025
The Khronos Group has announced that Shader Execution Reordering in #Vulkan has advanced from a vendor-specific extension to a multi-vendor Vulkan extension, reducing issues with divergence in ray tracing workloads. Learn more […]
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Vulkan @vulkan.fosstodon.org.ap.brid.gy · 06/11/2025
The Vulkanised 2026 program has been released! The 2026 program includes keynote presentations, technical talks, a panel discussion, a developer tools roundtable, and application case-studies spanning a wide range of topics that matter to everyone using Vulkan […] [Original post on fosstodon.org]
Vulkanised 2026 conference program announced
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Vulkan @vulkan.fosstodon.org.ap.brid.gy · 31/10/2025
LunarG Achieves Vulkan 1.3 Conformance with KosmicKrisp on Apple Silicon www.lunarg.com/lunarg-achieves-vulk…
lunarg.com
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Vulkan @vulkan.fosstodon.org.ap.brid.gy · 15/10/2025
In this tutorial series from SIGGRAPH, we enhance a Vulkan renderer with ray tracing features to implement real-time pixel-perfect shadows (with and without transparency) and a bonus reflection effect. You will work with provided scaffolded code (based on the Vulkan Tutorial) and fill in key […]
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Original post on fosstodon.org
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Vulkan @vulkan.fosstodon.org.ap.brid.gy · 14/10/2025
Autodesk VRED 2026 has introduced new Vulkan renderer alongside the traditional OpenGL real-time pipeline, addressing fundamental limitations while introducing hybrid ray tracing capabilities that significantly enhance visual quality in real-time scenarios on […] [Original post on fosstodon.org]
Autodesk VRED 2026: How Autodesk revolutionized visualization with Vulkan
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Vulkan @vulkan.fosstodon.org.ap.brid.gy · 08/10/2025
This Sunday is the deadline for submissions for Vulkanised 2026. Submit your title and short abstract today! Vulkanised 2026 submissions: vulkan.org/events/vulkanised-call-f… #vulkan #gpu #api
Call for submission to Vulkanised 2026 closes Sunday, October 12
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Vulkan @vulkan.fosstodon.org.ap.brid.gy · 24/09/2025
Next week at X.Org Developer's Conference there will be a half dozen sessions on the Vulkan API including tips and tricks for Vulkan Conformance Test Suite, KosmicKrisp - a Vulkan to Metal layered driver, and more. Check out all the Vulkan sessions at […] [Original post on fosstodon.org]
XDC 2025 - Vienna, Austria - September 29 through October 1
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Vulkan @vulkan.fosstodon.org.ap.brid.gy · 16/09/2025
The Vulkanised 2026 call for submissions ends in less than a month. Vulkanised is the largest event dedicated to developers using the Vulkan API and is a unique technical event that brings the Vulkan developer community together to exchange ideas, solve problems and help steer the future […]
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Vulkan @vulkan.fosstodon.org.ap.brid.gy · 05/08/2025
As we approach SIGGRAPH 2025, a new blog post has been posted that previews the key Vulkan developments, initiatives, and events that will take center stage at the Vulkan BOF, including: an update on Vulkan 1.4 adoption, recent extensions, a proposed new […] [Original post on fosstodon.org]
Vulkan BOF: Forging Forward with Vulkan
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Vulkan @vulkan.fosstodon.org.ap.brid.gy · 04/08/2025
We are excited for next week's SIGGRAPH in Vancouver, Canada! Come see our Birds of a Feather (BOF) session, panels, Forging Forward with Vulkan. Don’t miss your chance to connect with us and the wider developer community […] [Original post on fosstodon.org]
Forging Forward with Vulkan BOF at SIGGRAPH 2025
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Vulkan @vulkan.fosstodon.org.ap.brid.gy · 22/07/2025
Vulkan 3D Graphics Rendering Cookbook is out now in paperback! Written by experts with decades of rendering experience, this cookbook equips you with practical, hands-on recipes to master modern 3D graphics development by using bindless #Vulkan […]
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Vulkan @vulkan.fosstodon.org.ap.brid.gy · 16/07/2025
Vulkanised 2026 will be held in San Diego in February. If you would like to speak at this premiere event dedicated to Vulkan developers, now is your chance. The call for submissions is open until October 12. Learn more: vulkan.org/events/vulkanised-2026 #vulkan #vulkanised
vulkan.org
Vulkanised 2026 | Vulkan | Cross platform 3D Graphics
Vulkanised is the largest event dedicated to developers using the Vulkan API and is a unique technical event that brings the Vulkan developer community together to exchange ideas, solve problems and help steer the future development of the Vulkan API and ecosystem.
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