News Vulkanised 2023 in München

User-News

Von E555user

Hinweis: Diese "User-News" wurde nicht von der Planet 3DNow! Redaktion veröffentlicht, sondern vom oben genannten Leser, der persönlich für den hier veröffentlichten Inhalt haftet.
Die Developer-Gemeinde rund um die Vulkan API trifft sich in München vom 07. bis 09. Februar 2023.
Das fünfte Event in der Reihe findet im Zentrum von München, zwischen Donnersberger- und Hackerbrücke gelegen, in den Räumlichkkeiten von Google statt.
Nachdem Google für Stadia ein baldiges Ende per Mitte Januar angekündigt hatte liegt für den Host sicherlich der Fokus neu auf Android. In 2022 fand kein Vulkanised statt, die Veranstaltung wurde entsprechend in nächstes Jahr verschoben. Infos aus der letzten (Pandemie bedingt nur online) Veranstaltung in 2021 findet man hier.

Den Auftakt am Dienstag bildet unter anderem ein Session-Stream zur Einführung in Vulkan, das übrige Programm der 3-Tages Veranstaltung liegt aktuell nocht nicht vor:

Bis Freitag, 20. Januar 2023 können noch Tickets mit Frühbucherrabatt erworben werden.
 
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Die meisten Slides und Videos sind mittlerweile online.
Ich habe mir erlaubt einige persönliche Empfehlungen zu markieren.


The video recordings and slides from each presentation are currently being processed and will be made public once they have been reviewed (currently private).

  • Vulkan For All (Keynote) by Chris Glover, Google.
    Video Presentation | Slides Pending
  • Getting started on mobile and best practices for Arm GPUs. by Pete Harris, Arm.
    Video Presentation | Slides
  • Battle-tested optimisations for mobile by Ralph Potter, Samsung.
    Video Pending | Slides
  • Vulkan on Android by Alon Or-bach, Google.
    Video Pending | Slides Pending
  • Using ANGLE as a system graphics driver by Gabe Dagani, Samsung.
    Video Presentation | Slides
  • From OpenGL to Vulkan (from old to new) by Soren Lambaek,Samsung.
    Video Presentation | Slides Pending
  • Use "bindless" to quickly port "bindful" OpenGL apps to Vulkan by Sergey Kosarevsky. Meta.
    Video Presentation | Slides
  • Improving performance with adaptive Variable Rate Shading by Albin Bernhardsson, Arm.
    Video Presentation | Slides Pending
  • Setting up a bindless rendering pipeline by Darius Bouma, Traverse Research.
    Video Presentation | Slides
  • Diligent Engine: Building a modern graphics abstraction layer by Egor Yusov, Diligent Graphics.
    Video Presentation | Slides
  • HLSL202x like its C++, building an `std::` like Library by Mateusz Kielan, DEVSH.
    Video Presentation | Slides
  • Game optimization: Radeon developer tools on RADV & Steam Deck by Friedrich Vock and Adam Sawicki, AMD, and Timur Kristóf, Valve.
    Video Presentation | Slides Pending
  • Keeping your staging buffer fixed size! by Erfan Ahmadi, DEVSH.
    Video Presentation | Slides
  • Reducing Divergence with an in-Shader JIT Virtual Machine for Material Graphs by Matteusz Kielan, DEVSH.
    Video Presentation | Slides
  • Using Vulkan Validation effectively by Jeremy Gebben, LunarG.
    Video Presentation | Slides
  • Enhanced Debugging with the Vulkan Loader by Mark Young, LunarG.
    Video Presentation | Slides
  • Using the Vulkan Configurator for daily Vulkan development by Christophe Riccio, LunarG.
    Video Presentation | Slides Pending
  • Source-level shader debugging in Vulkan with RenderDoc by Greg Fischer, LunarG Inc.
    Video Presentation | Slides
  • GFXReconstruct - Tools to capture and replay graphics API calls by Brad Grantham, LunarG.
    Video Presentation | Slides
  • Transitioning to Vulkan for compute by Bernhard Kerbl, INRIA.
    Video Presentation | Slides
  • VkFFT - a story of Vulkan compute GPU HPC library development by Dmitrii Tolmachev, ETH Zurich.
    Video Presentation | Slides
  • Virtual reality-based visualization of large scientific data by Mark Bo Jensen. Technical University of Denmark.
    Video Presentation | Slides
  • Panel Discussion (anmk. privates Video)
    Video Presentation - No Slides
  • Mesh shading best practices by Timur Kristóf, Valve.
    Video Presentation | Slides Pending
  • A deep dive into Vulkan Video by Tony Zlatinski, NVIDIA.
    Video Pending | Slides
  • Implementing Vulkan decoder with GStreamer by Victor Jaquez, Igalia.
    Video Presentation | Slides
  • Examining Vulkan video extensions for XR applications by Emmanouil Potetsianakis and Emmanuel Thomas, Xiaomi.
    Video Presentation | Slides
  • NVIDIA Kickstart RT SDK overview by Jakub Boksansky, NVIDIA.
    Video Presentation | Slides
  • Ray Tracing: Delivering immersive gaming experiences on mobile by Jose-Emilio Muňoz-Lopez, Arm.
    Video Presentation | Slides
  • How to create a Vulkan Profile by Christophe Riccio, LunarG.
    Video Presentation | Slides Pending
  • Vulkan development for Apple environments by Richard Wright, LunarG.
    Video Presentation | Slides
  • MoltenVK: Application portability with Vulkan on Metal by Bill Hollings, The Brenwill Workshop.
    Video Presentation | Slides
  • Unlocking RDNA3 through Vulkan by Nicolai Hähnle and Matthaeus Chajdas, AMD.
    Video Presentation | Slides Pending
 
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