Khronos at SIGGRAPH Asia 2024: Major Announcements, Engaging Sessions, and Community Building
Khronos just returned from a dynamic and productive week at SIGGRAPH Asia 2024, which took place from December 3–6 in the bustling city of Tokyo, Japan. With key announcements, a series of well-attended Birds of a Feather (BOF) sessions, and a vibrant networking event, Khronos reaffirmed its position at the forefront of standardization for the 3D industry.
Here are some highlights of Khronos’s activities at SIGGRAPH Asia 2024, from unveiling new initiatives to fostering collaboration across the graphics, web, and XR ecosystems.
Khronos at SIGGRAPH Asia 2024
The Khronos Group will have a significant presence at SIGGRAPH Asia 2024. The event will take place from 3 – 6 December 2024 in Tokyo, Japan. Attendees will be able to attend the Khronos Fast Forward and BOFs from glTF, OpenXR, Vulkan and Slang. In addition, there will be a joint BOF between the Khronos Group and W3C on how they are cooperating with synergistic standards such as WebXR, OpenXR, WebGPU, WebGL and glTF.
WebGL & WebGPU Virtual Meetup
Join our next WebGL & WebGPU Virtual Meetup on Tuesday, November 5th. We have an exciting lineup including the latest news from the Working Groups and presentations. The meetup will conclude with a lively Q&A session, so bring your questions for the experts!
Khronos SIGGRAPH 2024 Rewind
SIGGRAPH is one of the world’s most significant and long-standing conferences focused on computer graphics and interactive techniques. For the Khronos Group, SIGGRAPH represents an essential opportunity to connect with the developers, engineers, artists, and technical professionals that make up the primary users of Khronos standards like ANARI, glTF, OpenXR, WebGL, and Vulkan.
Through Birds of a Feather (BOF) sessions, presentations, networking events, and face-to-face member meetings at SIGGRAPH, Khronos shares new and forthcoming technical breakthroughs, gathers feedback, learns about user needs and promotes best practices. This year, Khronos hosted nine public-facing events over four days: Presentation materials and video recordings for these events are now available on the Khronos SIGGRAPH 2024 Event Page.
PlayCanvas Announces Support for 3D Gaussian Splatting in their WebGL Editor
The PlayCanvas Editor now has fully integrated support for splats! Learn how to quickly build stunning, interactive 3DGS applications today.
Web Standards for the Win W/ Ken Russell & Corentin Wallez - Building The Open Metaverse Podcast
In this new episode of Building the Open Metaverse Podcast, the Chair of the WebGL Working Group, Ken Russell, joined the show to discuss WebGL, WebGPU, and other technologies for web browsers to build an open and accessible metaverse.
Meta Uses Khronos Open Standards in New Intermediate Graphics Library
Meta has announced the release of a new open-source Intermediate Graphics Library (IGL). Meta is committed to build open standards for 3D graphics in partnership with the broader industry and the Khronos Group. After months of hard work and dedication, Meta is sharing their latest creation with the development community.
IGL provides developers with a powerful set of tools for creating high-quality visuals and graphics in their applications. Whether a developer is working on a game, a 3D modeling application or any other project that requires top-notch graphics, IGL has you covered.
This cross-platform library encapsulates common GPU functionality with a low-level cross-platform interface, abstracting Render Hardware Interface (RHI) with a modern approach. It supports various graphics APIs, such as OpenGL, OpenGL ES, WebGL, and Vulkan, with a common interface. It’s lightweight and efficient, with minimal overhead on top of the underlying APIs, and has minimal dependencies on external libraries.
ACM ByteCast Podcast: Neil Trevett
In this episode of ACM ByteCast, Rashmi Mohan hosts Neil Trevett as they discuss Neil’s career, the evolution of computer graphics, and his role at NVIDIA, where his work focuses on helping developers make good use of GPUs. He also explains the benefits of standardization in industry and how open standards can enable innovation and interoperability. Neil also discusses how 3D is changing the landscape of e-commerce and online shopping and gives his perspective on the Metaverse and how it can leverage other disruptive technologies.
WebGL 2.0 Achieves Pervasive Support from all Major Web Browsers
One of the great headaches of developing interactive graphics applications for online deployment is covering every base. Your targets likely include a near-infinite combination of browser vendors, browser versions, and graphics hardware. The Khronos Group created WebGL to slice through this Gordian knot, rendering high-performance interactive graphics in any compatible browser, and on any graphics processing unit, without the need for plug-ins. Now, with support for WebGL 2.0 in Safari 15 for both macOS and iOS, we’re happy to report that “compatible browsers” includes pretty much all of them.
W3C Posts First Public Working Drafts For WebGPU, WebGPU Shading Language
WebGPU takes WebGL to the next level, providing a common abstraction over Vulkan, Metal and DirectX to leverage modern GPUs capabilities. W3C announced they have published the first public working drafts of the WebGPU Specification and WebGPU Shading Language.
WebGPU is derived from modern 3D/compute concepts but isn’t based directly on APIs like Vulkan or Direct3D, unlike WebGL which is based on OpenGL ES. WebGPU at this stage has broad industry support and interest and can be supported across all major platforms.
GSN Composer: Online Shader Editor now supports WebGL2
The GSN Composer is a free online tool for node-based visual programming. It is especially intended for educational purposes, such as computer graphics courses and tutorials.
The built-in shader editor allows rapid prototyping of GLSL shaders. Importantly, the created GLSL code is generic and can be used directly in other OpenGL/GLSL applications. Custom data for the shader’s UNIFORM and IN variables can be easily supplied via the visual interface, which is the main advantage compared to other web-based shader editors.
The shader editor was now upgraded to WebGL2 and supports GLSL ES 3.0 code. WebGL2 allows shaders with multiple render targets (MRT). For each additional OUT variable in the shader code, the interface automatically creates a corresponding output image. This facilitates G-buffers and deferred shading. Furthermore, examples for physical-based rendering (PBR) and HDR environment lighting are provided.
WebGL Happenings
WebGL recently held an engaging and informative virtual WebGL Meetup. Co-organizer of the event, Damon Hernandez, led the discussion and kicked off the meeting by having the Chair of WebGL, Ken Russell, give an update on the latest WebGL progress along with some “Cool WebGL Stuff.” After the update, guest speakers from Google, Sketchfab, BlackSmithSoft, xeolabs.com, Playcanvas, Unfolded and Microsoft gave individual updates on WebGL implementations.
At the end of the Meetup, the audience submitted questions for the speakers during a live Q&A. As this dialogue benefits the whole community, we’re sharing the answers in this blog.
The Latest Khronos Updates from SIGGRAPH Asia 2020
The Khronos Group sessions from SIGGRAPH Asia are now available. Watch to hear:
- Khronos President, Neil Trevett, give an Open Standards Update
- glTF’s Ed Mackey shows off next-generation PBR materials for glTF
- Nathaniel Hunter from DreamView discusses 3D Commerce’s Asset Creation Guidelines
- OpenXR Chair, Brent Insko, gives us an informative OpenXR update
- HTC’s, Tony Lin, demonstrates the Vive Cosmos OpenXR developer preview
- WebGL Chair, Ken Russell gives an in-depth update on WebGL
- Vulkan Chair, Tom Olson, updates us on Vulkan’s latest deliverables and future directions
- Followed by Neil Trevett who gives us the latest from the ANARI Working Group’s work on an analytical rendering API for the scientific community
Come and hear the latest from The Khronos Group!
Safari Technology Preview 114 adds WebGL 2.0 enabled by default
Safari Technology Preview Release 114 is now available for download for macOS Big Sur and macOS Catalina. Included in this release are a few WebGL improvements, including:
- Enabled WebGL2 by default
- Added WebGL and WebGL2 context support to OffscreenCanvas
- WebGL goes in a bad state where
glContext.createProgram()
returns null
Multidimensional Visualization and Processing of Big Open Urban Geospatial Data on the Web
In this academic paper, the API employed for geovisualization use Web Graphics Library (WebGL), a cross-platform and royalty-free web standard for a low-level graphics API, designed and maintained by the non-profit Khronos Group. The implementation of the standard is a JavaScript API for rendering interactive 2D and 3D graphics within a web browser without a plug-in as the API closely conforms to Open Graphics Library for Embedded Systems (OpenGL ES) that can be used in Hypertext Markup Language 5 (HTML5) canvas elements