Khronos Announces New Membership Tiers to Enable Wider Industry Participation in the Creation of Open Standards
The Khronos Group announces expanded membership opportunities. The Khronos Board of Directors has approved the addition of a nonprofit membership tier and an expansion of the associate-level membership, to reduce membership fees for smaller companies, to encourage wider participation from every industry served by the consortium. The Associate-level membership has been expanded to reduce membership fees for companies that have up to 100 employees. The annual pricing model is $175 per company employee with a minimum starting fee of $3,500 per year - scaling the annual dues based on the size of the member organization. The new nonprofit membership tier is available to registered nonprofit organizations at $7,500 per year.
Learn more about The Khronos Group membership levels and how to join.
Immersed 2017 coming to Toronto in October
Immersed is the East Coast's leading event for professionals that work with or benefit from technologies like virtual reality, mixed reality, augmented reality, and stereoscopic 3D. Our primary audiences include potential enterprise clients, fellow professionals working in the space, and media. Consumers are also reached through a separate element of the show. We are actively seeking speakers and exhibitors that are well versed in the use of immersive technology in entertainment, manufacturing, healthcare, marketing, and education.
Learn more about our call for speakers and the Khronos Standards line-up.
WebGL-Based Everest Panorama Project Won a Red Dot Design Award

Everest Panorama has become the first WebGL project ever to win a prestigious Red Dot Design Award. Red Dot Design Award dates back to the year 1955. It is granted by the European institution Design Zentrum for outstanding achievements in the field of industrial design. The best works are showcased in the Red Dot Museum in Essen, Germany. The Everest Panorama project is a unique fusion of modern web technologies that seamlessly blends multimedia features with 3D environment, Yandex.Maps (a Google Maps equivalent) and panoramic pictures. It tells a story of an exhausting, yet fascinating journey of a group of mountain climbers to the summit of Mount Everest.
How The Khronos Group Intends to get us to a unified graphics future

Neil Trevett, President of The Khronos Group, talks to Architosh in this two-part series about OpenGL and the future of graphics standards. On the eve of SIGGRAPH 2017 Neil Trevett spoke to Architosh about the evolving OpenGL standard as well as directions the group is taking to plot a path for a universal graphics API that engages the use of low-level APIs. Read more about why OpenGL isn't packing for retirement just yet a the key thing in OpenGL 4.6 is SPIR-V is part of core.
Initial Vulkan SDL Integration is here
Initial Vulkan SDL support allows the Simple DirectMedia Library commonly used by games to manage Vulkan surface creation across Android / Linux / Windows in a uniform manner. These are convenient Vulkan helpers for those using SDL and will not make your existing SDL OpenGL application suddenly support Vulkan. This initial Vulkan SDL support was done by Jacob Lifshay and Khronos member Mark Callow. (Source:
Phoronix)
Learn about four myths blocking needed VR standards
Virtual Reality is becoming increasingly commercially viable, just as augmented reality is also gaining popularity. But as with any gold rush, developers and vendors are feverishly working to stake their claim on a new frontier while still partially mining in the dark, as both VR and AR still have a long way to go before reaching maturity. Now is the time to standardize VR functionality which will help decrease porting costs for developers, reduce uncertainty for consumers and create the core VR/AR platform standards that can be expanded over time. Read the VentureBeat article and learn how OpenXR fits into all this.
WebAssembly support in Magnum OpenGL graphics engine

The open source C++11/C++14 and OpenGL graphics engine Magnum recently added first-class WebAssembly support. An article on the official blog explains how to easily compile your C++ projects to WebAssembly, compares it to asm.js and mentions a few useful tips for best online experience. Last but not least, there's a bunch of online demos that use both WebGL 1 and 2, showing how a single codebase can be run both natively and in the browser.
AmanithVG 4.5 SDK implements OpenVG 1.1 with tutorials

Mazatech released version 4.5 of AmanithVG SDK on GitHub (http://github.com/Mazatech/amanithvg-sdk), a C/C++ library that implements OpenVG 1.1 specifications from Khronos Group. AmanithVG SDK is features-unlimited and it is free for evaluation purposes. It supports desktop, mobile and embedded platforms: Windows (x86, x86_64), Mac OSX (ub), Linux (arm, arm-v6hf, arm-v7a, aarch64, mipsel, mips64el, pppc64el, x86, x86_64), Android (arm, arm-v7a, arm64-v8a, mips, mips64, x86, x86_64), iOS (ub), QNX (armv7-le, x86). The package also includes a set of ten tutorials covering different OpenVG features: gradients paint types, patterns, stroking, alpha blending, images, masking and text, completed with source code and detailed description on the AmanithVG website. The building system is based on CMake, so all the tutorials support Visual Studio, XCode, Android Studio as well as plain Makefile.