The NVIDIA Optical Flow Accelerator (NVOFA) is a dedicated hardware unit on newer NVIDIA GPUs for computing optical flow between a pair of images at high performance
To help developers get started with leveraging Vulkan for parallel computing, we have contributed a new chapter on compute shaders to Vulkan-Tutorial.com.
Today, Khronos is releasing finalized extensions that incorporate industry feedback and expose core and decode Vulkan Video functionality to provide fully accelerated H.264 and H.265 decode.
The recently released VK_EXT_surface_maintenance1 and VK_EXT_swapchain_maintenance1 extensions resolve a number of longstanding issues with Vulkan's WSI extensions.
We’ve just released an extension that I think will completely change how engines approach descriptors going forward.
With the release of the VK_EXT_mesh_shader extension Vulkan gets an alternative geometry rasterization pipeline. This extension brings cross-vendor mesh shading to Vulkan, with a focus on improving functional compatibility with DirectX 12.
Khronos has introduced a new extension named VK_EXT_graphics_pipeline_library that allows for shaders to be compiled much earlier than at full Pipeline State Object (PSO) creation time. By leveraging this extension, I was able to avoid many causes of frame hitches due to PSOs being late-created at draw time in the Source 2 Vulkan renderer.
This guide provides information about how you can use ASTC effectively to optimize the performance of your apps
Alongside my latest papers I released the underlying renderer as open source. It is a real-time deferred renderer with ray traced shadows based on Vulkan and written in C. I'm writing this blog post series in hopes that others may learn from it as well. And maybe some others want to toy with this code base.
Vulkan® provides low-level graphics APIs for creating games and other graphics applications. That’s something AMD can help you with!