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Neil Trevett Retweeted
This year's IWOCL and SYCLCon programme is looking like it'll be a great conference - a fitting line up for a decade of IWOCL! Don't forget to register - it's free!
#OpenCL#SYCLhttps://twitter.com/IWOCL/status/1511697663967866889 …Thanks. Twitter will use this info to make your timeline better. UndoUndo -
Neil Trevett Retweeted
New in glTF Transform v2.1: • WebP, MozJPEG, and OxiPNG compression (with
@SquooshApp WASM library) • ~4x faster KTX2 compression (thanks to Mike Jurka!) https://github.com/donmccurdy/glTF-Transform/blob/main/CHANGELOG.md …pic.twitter.com/bVlqerF8uq
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Neil Trevett Retweeted
.
@VulkanAPI 1.3.211 Released With Another Extension To Help#Zink@OpenGL Implementationhttps://www.phoronix.com/scan.php?page=news_item&px=Vulkan-1.3.211-Released …Thanks. Twitter will use this info to make your timeline better. UndoUndo -
Neil Trevett Retweeted
Tomorrow at
#DesignCon, be sure to catch Khronos President, Neil Trevett's session - Open Standard Acceleration APIs for Safety-Critical Graphics, Vision https://schedule.designcon.com/session/open-standard-acceleration-apis-for-safety-critical-graphics-vision-compute/887361 …@neilt3d#safetycritical#automotive#ISO26262@emva_org@SYCLstdThanks. Twitter will use this info to make your timeline better. UndoUndo -
Neil Trevett Retweeted
In this blog, Dan Ginsburg from Valve describes his experience in reducing draw time hitching with VK_EXT_graphics_pipeline_library extension. https://khr.io/y4
#VulkanAPIThanks. Twitter will use this info to make your timeline better. UndoUndo -
Neil Trevett Retweeted
@VulkanAPI#Vulkan Hardware Capability Viewer 3.21 released. Adds support for VK_EXT_graphics_pipeline_library and VK_EXT_primitives_generated_query:https://vulkan.gpuinfo.org/download.phpThanks. Twitter will use this info to make your timeline better. UndoUndo -
Neil Trevett Retweeted
It's crazy that moving data around 3D apps is still so broken everywhere. (but
@glTF3D is changing that!) The last hour, I "just" checked some FBX export UV tiling/offset issues reported to me; Result: - 2 PRs (@unity,@threejs) - 1½ Bug Reports (@Blender,@autodesk)
pic.twitter.com/toA1igNVvG
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Neil Trevett Retweeted
Godot 4 opens .blend files by calling Blender to export a GLTF2 (Unity does the same but via FBX which is proprietary). If a .blend is found, it tries to autodetect where Blender is installed, otherwise you can supply a path. Props to
@RandomPedroJ and bruvzg for this code!pic.twitter.com/H4gz5U0kPS
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Neil Trevett Retweeted
"glTF Material & Exporter: In 3ds Max 2023, you will be able to publish assets from your 3ds Max scene to glTF ... to use in web applications, online stores, browser games, and other modern online outlets." https://80.lv/articles/3ds-max-2023-features-revealed/ …pic.twitter.com/ZHc2L8XdHY
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Neil Trevett Retweeted
The Viewer Certification Program from
@3DCommerceWG is a fantastic effort bringing rendering consistency to the industry. Learn how to get a certified viewer version based on the Babylon.js engine. https://doc.babylonjs.com/divingDeeper/3D_commerce_certif …#BabylonJS5#gamedev#indiedev#webdev#3D#OpenSourcepic.twitter.com/jo7RshdeFWThanks. Twitter will use this info to make your timeline better. UndoUndo -
Neil Trevett Retweeted
Khronos has introduced a new extension named VK_EXT_graphics_pipeline_library that allows for shaders to be compiled much earlier than at full Pipeline State Object (PSO) creation time. Check out the blog to learn more: https://khr.io/y4
#developers#VulkanAPI#shadersThanks. Twitter will use this info to make your timeline better. UndoUndo -
Neil Trevett Retweeted
Wrote a prototype for a
@quixeltools Megascans -> GLB -> JSX exporter. It's a "one click" export from Quixel Bridge to get all the beautiful assets (you own) from your Megascans library into ThreeJS/React-Three-Fiber.pic.twitter.com/P4SZ7WmHLAThanks. Twitter will use this info to make your timeline better. UndoUndo -
Neil Trevett Retweeted
Babylon.js 5 is just a few weeks away and adds support for a beautiful new .gltf extension: KHR_materials_volume. Together with KHR_materials_ior, KHR_materials_transmission you can create some stunning visuals!
@glTF3D@thekhronosgroup https://aka.ms/babylon5gltfupdates …#BabylonJS5pic.twitter.com/y98HKd7InFThanks. Twitter will use this info to make your timeline better. UndoUndo -
Neil Trevett Retweeted
Check out the new LunarG white paper: Loader enhancements released with Vulkan 1.3.
@LunarGInc has updated the@VulkanAPI loader to support the new API version and to incorporate other important changes made in the last six months.http://bit.ly/37LG8NBThanks. Twitter will use this info to make your timeline better. UndoUndo -
Neil Trevett Retweeted
Register for
@NVIDIA#GTC22 where we’ll present how@Substance3D adopted#Vulkan for its next-gen path tracer, featuring Anthony Salvi: https://bit.ly/3IqZxjO#Rendering#Substance3DStager#MadeWithSubstance#3d#Substance#Raytracing#Pathtracer#CGI#3DRendering#GTC2022pic.twitter.com/opUvJhXvslThanks. Twitter will use this info to make your timeline better. UndoUndo -
Neil Trevett Retweeted
My latest take is the “Metaverse” is a speculative design provocation catalyzing many important near-term XR interoperability efforts. Standards bodies & industry groups like
@thekhronosgroup have just as much if not more leverage for how it plays out. See http://voicesofvr.com/1058-building-blocks-of-the-metaverse-are-interoperable-standards-summarizing-the-metatraversal-initiative-conversations/ …Thanks. Twitter will use this info to make your timeline better. UndoUndo -
Neil Trevett Retweeted
You can now add glTF Settings node easily in shader tree! No more needed to create it yourself when you want to export Ambient Occlusion map :) (You need to activate glTF UI in addon preferences)
#b3d#glTF#OpenSource#Pythonpic.twitter.com/EZeDgUEQ3q
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Neil Trevett Retweeted
Godot moves OpenXR into core for better integration with Vulkan and other engine components.https://godotengine.org/article/dev-snapshot-godot-4-0-alpha-4 …
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Neil Trevett Retweeted
Thread: I have now checked into the
#VulkanSceneGraph a new memory allocator optimized for scene graph traversals. https://github.com/vsg-dev/VulkanSceneGraph/pull/411 … The performance benefits on memory intensive models is astounding with over 3 x improvement in frame rate vs using C++'s new/delete.Show this threadThanks. Twitter will use this info to make your timeline better. UndoUndo -
Neil Trevett Retweeted
#glTF KHR_materials_iridescence extension changed from "Draft" to "Release Candidate": https://github.com/KhronosGroup/glTF/pull/2027 …pic.twitter.com/jx3MT4Jsb7
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