Neil Trevett

@neilt3d

VP Developer Ecosystem at NVIDIA. President of the Khronos Group. Working to bring 3D Graphics, Heterogeneous Computing and Vision Acceleration to life near you

California
Joined April 2009

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  1. Retweeted
    Sep 15

    Vulkan Hardware Capability Viewer 1.8 released , download available at . Adds support for VK_EXT_inline_uniform_block, VK_KHR_vulkan_memory_model, VK_EXT_vertex_attribute_divisor Extended features and props are now listed on the extension tab.

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  2. Retweeted
    Sep 14

    managed to get through the vulkan tutorial triangle in ~320 lines of code (thanks to vulkanhpp). thanks to

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  3. Retweeted
    Sep 13
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  4. Retweeted
    Sep 12

    It's my pleasure to announce our second Munich Meetup speaker: The one and only from will talk about how they brought Halcyon to ! Please RSVP now: and if you did but can't come, please free up room for others.

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  5. Retweeted
    Sep 12

    "LPGPU2 Consortium announces tool-suite with profiling for SYCL"

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  6. Retweeted
    Sep 13
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  7. Retweeted
    Sep 11

    Halcyon ('s R&D engine) now runs well on (raster only, currently), including a lot of advanced features & techniques. There are performance deltas on both CPU & GPU to improve on (our stuff, compilers, and Vulkan itself), but it's looking good; more details later!

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  8. Retweeted
    Sep 11

    As promised, here's " and Construction - Part 2: 3D for Everyone", about why glTF is going to be the way to unleash BIM and 3D models to all involved in construction:

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  9. Retweeted
    Sep 10

    Adding some glTF extension support to my VSCode plugin. Screenshot here shows the draft WebGL extension schema being compared against a document.

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  10. Retweeted
    Sep 11
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  11. Retweeted
    Sep 10

    support in sandbox now has initial support for glTF validator!

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  12. Retweeted
    Sep 10

    Updated my C++ examples to the latest ImGui. Also took this as an opportunity to redo and simplify the whole ImGui integration, so I could finally remove some of the nasty workarounds I had to do for e.g. sub passes :)

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  13. Retweeted
    Sep 9

    I'm still rewriting the system code for Wicked Engine. The new entity-component system is already more robust, stable, and faster than the old object-oriented code, while still easy to use. Bonus: even more gltf models are working now. :)

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  14. Retweeted
    Sep 10

    Quick poll: anyone using texture transforms (offset/rotate/scale) yet, or have use cases where you plan to? //

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  15. Retweeted
    Sep 8

    glTF support as been improved in : you can import and apply the textures automatically when loading in a glTF mesh - Just give it a try by downloading a mesh from !

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  16. Retweeted
    Sep 8

    Export your Creature Animations into GLTF for the Upcoming Update! Here is the fox exported out to GLTF playing in Godot Engine 3! 🙂

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  17. Retweeted
    Sep 6

    The PasGLTF viewer now also has an optional switchable skeleton visualization feature, which can be also useful for debugging purposes of GLTF models in some situations.

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  18. Retweeted
    Sep 6

    Making open standards safe for automotive - discussing the Khronos Safety Critical Advisory Forum

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  19. Retweeted
    Sep 7

    It's been a while since my last post but here is my new mini series on the file format and how it relates to the construction industry, beginning with Part 1: The Secrets of the Cloud. Enjoy!

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  20. Retweeted
    Sep 7

    QuickLook running from Safari on iOS12 with semi-realtime reflections is unbelievably good. Source models are files converted to USDZ with Can’t wait to do some with this tech.

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