1.WebGL: Latest Techniques Tokyo, December 2018
2.Welcome to Khronos BOF Sessions! Time Session Speakers 9:30AM-12:30PM 3D Graphics and Virtual Reality with Vulkan and OpenXR Neil Trevett, NVIDIA - Introduction to Vulkan and OpenXR Hai Nguyen, Google - Vulkan: Getting Started, Best Practices and using HLSL Ashley Smith, AMD - Vulkan Memory and Heap Types – and When to Use Which! Nuno Subtil, NVIDIA - Using Subgroups to Bring More Parallelism to your Application Teemu Virolainen, Basemark - Vulkan in the Rocksolid Engine 2:30PM-4:30PM WebGL: Latest Techniques Xavier Ho, CSIRO’s Data61 and Juan Miguel de Joya, UN ITU - Welcome! Neil Trevett, NVIDIA - A Brief History of WebGL Xavier Ho and Juan Miguel de Joya - Optimizing your WebGL Xavier Ho and Juan Miguel de Joya - Survey of WebGL Applications Mike Alger and Germain Ruffle, Google - User Experiences for Digital/Augmented Spaces 4:30PM-5:30PM glTF: Efficient 3D Models Neil Trevett, NVIDIA - glTF Overview and Latest Updates Mark Callow, glTF Working Group - Universal Compressed Texture Transmission Format Update 5:30PM-5:35PM Japanese Greeting and Invitation to Khronos! Hitoshi Kasai, Khronos - Learn how your company can benefit from joining Khronos! 5:35PM-6PM Standards for machine learning, inferencing and vision acceleration: NNEF, OpenVX and OpenCL Neil Trevett, NVIDIA - Overview of NNEF, OpenVX and OpenCL and how they relate to each other to deliver effective acceleration for inferencing, machine learning and vision processing All slides will be posted at www.khronos.org
5.2007 OpenGL ES 2.0 2012 OpenGL ES 3.0 Desktop Graphics Textures: NPOT, 3D, D epth, Arrays, Int/float Objects: Query, Sync, Samplers Seamless Cubemaps, Integer vertex attributes Multiple Render Targets, Instanced rendering Transform feedback, Uniform blocks Vertex array objects, GLSL ES 3.0 shaders Mobile Graphics Programmable Vertex and F ragment shaders 2011 WebGL 1.0 2017 WebGL 2.0 Conformance Testing is vital for Cross-Platform Reliability WebGL 2.0 conformance tests are very thorough 10x more tests than WebGL 1.0 tests Pervasive OpenGL ES 2.0 OpenGL and OpenGL ES ships on every desktop and mobile OS. 3D on the Web is enabled! WebGL’s Evolution 2014 OpenGL ES 3.1 4 years 5 years Compute Shaders Work in Progress Compute Context Multiview extension Apple does not ship OpenGL ES 3.1 Cannot bring compute shaders into core WebGL After WebGL 2.0? W3C is working on WebGPU Layering over Vulkan/DX12/Metal Possibly leveraging SPIR-V IR https://www.w3.org/community/gpu/
6.WebGL Deployment – WebGL 2.0 is Here! http://caniuse.com/#feat=webgl 93.26% Globally 65.77% Globally WebGL 1.0 WebGL 2.0 WebGL 2.0 will reach WebGL 1.0 levels of availability when Safari and Edge ship enabling a new class of Web-based AR/VR 3D Apps! P ervasive, portable access to OpenGL ES 2.0-class mobile graphics OpenGL ES 3.0-based desktop-class graphics comes to the Web!
7.The Metaverse will be the Web! https://xkcd.com/1367/
8.Bringing VR and AR to the Web Web XR Apps WebXR Native XR Apps System-exposed AR Capabilities 3D Engines 3D Engines Close ongoing collaboration between WebXR and OpenXR Khronos providing the foundation for 3D and XR in the Web and native stacks Future versions of OpenXR will include cross-platform extended AR functionality
9.Thank You! Khronos is creating cutting-edge royalty-free open standards For 3D, VR/AR, Compute, Vision and Machine Learning Please join Khronos! We welcome members from Japan and Asia Influence the direction of industry standards Get early access to draft specifications Network with industry-leading companies More Information www.khronos.org email@example.com @neilt3d Khronos Group Japan Local Member Meeting Open to current and prospective members! Thursday, 6 December 2018 5:00 PM – 8:00 PM JST Yurakucho Cafe & Dining B1F, Tokyo International Forum Chiyoda-ku, Tōkyō-to 100-0005 Please Register for Free!