Several months after participating in the successful launch of Vulkan™, we are very excited to announce an upcoming series of talks designed to discuss the API in more detail.
Imagination is a promoter member of the Khronos™ Group and a keen supporter of open standards for mobile graphics. We are currently collaborating with our colleagues in the Vulkan working group to ensure the final version of the API is optimally designed for today’s mobile and desktop GPU architectures.
Presenting the sessions below will be Tobias Hector, software design engineer for Vulkan and OpenGL ES at Imagination.
1) One API for all platforms (October 26th, 2015 – 4.00 pm GMT)
By not limiting itself to a subset of platforms, Vulkan has the potential to be a very widely adopted API. There’s already a lot of interest from platform vendors, developers and hardware vendors. This session will present a summary of the platforms that will support Vulkan and a high-level overview of the capabilities, limits, extensions and feature sets of the new API.
2) High efficiency on mobile (November 5th, 2015 – 4.00 pm GMT)
Vulkan is designed from the ground up with the idea of not being bottlenecked by the CPU, and provides huge efficiency gains over previous generation graphics APIs in this area. This webinar provides an overview of what mechanisms in Vulkan enable this, what this means in practice, and why it is so important for embedded and mobile devices.
3) Scaling to multiple threads (November 19th, 2015 – 4.00 pm GMT)
Most CPUs today come in multicore configurations, and applications uses software multi-threading to take advantage of this capability. This presentation will explain some of the ways Vulkan enables software multi-threaded scaling, and how this might be used.
4) Explicit operation and consistent frame times (December 3rd, 2015 – 4.00 pm GMT)
Vulkan aims to make everything you do completely explicit, with no hidden per-frame costs or resource allocations. In this presentation, we’ll discuss what impact this has for applications and user experience.
5) Architecture positive: how the Vulkan API works for PowerVR GPUs (December 17th, 2015, 4.00 pm GMT)
Vulkan maps to the PowerVR architecture extremely well, much better than previous generation APIs. In this final talk, we will cover key concepts in the API that make this possible, and why this is fantastic for the graphics ecosystem.
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