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March 4-5, 2015 Moscone Center, and SF Green Space (EEFG), (657 Mission St, Ste 200), San Francisco

GDC 2015: Khronos Sessions

We have some fantastic sessions at Moscone, and we’re also holding additional sessions at SF Green Space (see map and directions below), a 5-minute walk from Moscone. Take a break from the Moscone crowds and join us for API sessions, complimentary beverages, free reference cards and other goodies, and much more.

Vulkan: High-Efficiency GPU Graphics and Compute

glNext: The Future of High Performance Graphics (@ Moscone Center)

Date: Thursday, March 5 | Time: 10:00am - 11:00am | Location: Room 2006, West Hall

Johan Andersson | Technical Fellow, Electronic Arts, Frostbite Engine Team

Pierre-Loup Griffais | Developer, Valve Software

John McDonald | Developer, Valve Software

Niklas Smedberg | Senior Engine Programmer, Epic Games

Dan Baker | Graphics Architect, Oxide Games

Aras Pranckevicius | Graphics Architect, Unity Technologies

Hear Valve discuss the new Vulkan API

Witness the unveiling of Khronos Vulkan: the upcoming cross-platform graphics API designed for modern programming techniques and processors! Vulkan will be the singular choice for developers who demand peak performance in their applications. Join Valve and other technology experts as they present a technical overview of the API, advanced techniques and live demos of real-world applications running on Vulkan drivers and hardware. Attendees DO need a GDC conference or exhibitor pass to attend.

More Information

More on the new Vulkan and SPIR-V specifications (@ SF Green Space)

Livestream of Vulkan Session: Better quality is coming

Date: Thursday, March 5 | 1st session: 12:00pm – 1:30pm | 2nd session: 2:00pm – 3:30pm

Location: SF Green Space

Neil Trevett | President of The Khronos Group, OpenCL Work Group Chair, VP Mobile Content, NVIDIA

Pierre-Loup Griffais | Developer, Valve Software

Tom Olson | glNext Work Group Chair, ARM

Graham Sellers | AMD

John Kessenich | Senior Compiler Architect, LunarG

If you can’t attend the 10:00 am Valve session or you just want to know more, take a five-minute walk to SF Green Space (see map and directions below) and escape the Moscone crowds. Join Khronos Group members for details about Vulkan, previously known as glNext, and the new SPIR-V intermediate language. Many of the speakers and demos presented at the Valve session will be on hand for in-depth Q&A. Join us for “first come first served” reference guides, snacks, wine, and more!

You DO NOT need a GDC conference or exhibitor pass to attend, however seating is limited. If the first session is full, come to the encore session at 2:00. Please register for your session below.

Register – 1st Session Register – 2nd Session!

OpenCL 2.1, SPIR-V and SYCL

OpenCL Ecosystem Advances: OpenCL, SPIR-V and SYCL (@ SF Green Space)

Date: Wednesday, March 4 | Time: 3:00pm – 4:30pm | Location: SF Green Space

Neil Trevett | Intros and OpenCL Ecosystem | President of The Khronos Group, OpenCL Work Group Chair, VP Mobile Content, NVIDIA

Lee Howes | OpenCL 2.1 and OpenCL C++ | Senior staff engineer, Qualcomm

Colin Riley | SYCL | Games Technology Director, Codeplay

Raun Krisch | SPIR | Staff Engineer, Intel

Q&A

Join Khronos technology experts to learn about this week’s significant announcements in the OpenCL ecosystem; including the new OpenCL 2.1 specification, the SPIR-V cross-API intermediate language and updates on SYCL. While you're here, pick up a reference guide, and snacks while you schmooze! Attendees DO NOT need a GDC conference or exhibitor pass to attend.

OpenCL Session is Over

WebGL

Join us for a WebGL Meetup (SF Green Space)

Date: Wednesday, March 4 | Time: 5:00pm – 8:30pm | Location: SF Green Space

Tony Parisi | Learning WebGL

Kenneth Russell | Google

Cyrille Fauvel | Autodesk

Ross McKegney | Verold

Jeff Gilbert | Mozilla

Brandon Jones & Zhenyao Mo | Google

Come to the WebGL meetup for a 90-minute demo and Q&A session. Hear the latest news about WebGL 2.0, the devices on which WebGL is now supported (you'll be surprised!), and WebVR. See the latest products and rendering techniques. Bring your questions about performance, functionality and any other WebGL-related topics!

Stay for a beer bash from 6:30 - 8:00 PM! Attendees DO NOT need a GDC conference or exhibitor pass to attend.

Register now!

OpenGL ES Extensions

Getting There First: OpenGL ES 3.1 and Intel Extensions in Fractal Combat X (Presented by Intel)

Jon Kennedy | Graphics Software Engineer, Intel

Egor Yusov | Graphics Software Engineer, Intel

Davide Pasca | Founder, OYK Games

Date: Wednesday, March 4 | Time: 11:00am - 12:00pm | Location: Room 301, South Hall

OpenGL ES 3.1 is the latest iteration of OpenGLES released by the Khronos Group for mobile devices and it has recently been extended by Google with the Android Extension Pack. Together, they extend the standard graphics API with new functionality aimed at bringing desktop-quality rendering to mobile platforms.Intel was one of the first hardware vendors to fully support the new API in its GPUs, and Fractal Combat X was the first OpenGLES 3.1 powered Android title released to the community. The game leverages the new API in a number of ways including PCF shadow sampling and texture sampling in the vertex shader. Besides OpenGLES 3.1, the game also exploits several Intel-specific OpenGLES extensions. Geometry shaders are used for high-quality particle rendering, and hardware tessellation improves terrain geometric resolution and viewing distance.This joint session by Egor Yusov, Jon Kennedy and Davide Pasca (lead developer of Fractal Combat X) will cover new functionality exposed in OpenGLES 3.1, the Android Extension Pack and Intel extensions and how they were used in Fractal Combat X. Davide will also talk about his experience developing for Intel platform, including the following:

Experience with compiler setup for x86 (SSE2, auto-vectorization, etc.)

Experience moving from OpenGLES 2.0 to OpenGLES 3.1 (shaders, setup, etc.)

Usage of extensions, and what benefits they brought: improved quality and functionality

Specific approach for particles, terrain and HDR

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Unleash the Benefits of OpenGL ES 3.1 and Android Extension Pack (AEP) (Presented by ARM)

Hans-Kristian Arntzen | Software Engineer, ARM

Tom Olson | Director, Graphics Research, ARM and OpenGL ES Chair

Date: Wednesday, March 4 | Time: 2:00pm - 3:00pm | Location: West Hall Room 3003

OpenGL ES 3.1 provides a rich set of tools for creating stunning images. This talk will cover best practices for using advanced features of OpenGL ES 3.1 on ARM Mali GPUs, using recently developed examples from the Mali SDK. We'll also look at some of the extended functionality available in Android L with the Android Extension Pack, and present best practices for using advanced features on mobile platforms. Finally, we'll look at how mobile graphics APIs are evolving and what the future might hold.

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NVIDIA AT GDC 2015

Date: Thursday, March 5, 2015 | 10:00am - 6:30pm | West Hall, Room 3001

A full day of OpenGL ES, NVIDIA SHIELD related presentations:

Keynote: The NVIDIA SHIELD Platform for Developers

Making Five Star Games for NVIDIA SHIELD and Android TV

High-Performance Game Engines and Development Tools with NVIDIA SHIELD

Cloud Gaming and NVIDIA GRID

Cutting-Edge Graphics for Android

Bringing AAA Franchises to NVIDIA SHIELD, Round-Table, and Postmortem

Android Dev-Diaries of EA Firemonkeys’ Need for Speed: No Limits

More Information

Getting to SF Green Space (EEFG)

Conveniently located between San Francisco’s SOMA and Financial Districts, SF Green Space is just steps away from the San Francisco Museum of Modern Art, Moscone Center, Yerba Buena Gardens, and San Francisco’s top hotels and restaurants. Public transportation and numerous parking garages are located within two blocks of the space.

Walking distance from Moscone: 657 Mission St, Ste 200, San Francisco, CA 94105

Khronos Members on GDC show floor

AMD - BMR2837/BMR2835/BMR2833

ARM - Booth 1624

Autodesk - BMR2630

Codeplay - Booth 1238

Google - Booth 502

Imagination Technologies - Booth 1142

Intel - Mezzanine Bridges, South Hall Lobby

Microsoft - BS2522

NVIDIA - Booth 1016

Oculus VR - Booth 1224

Qualcomm - Booth 612

Sony - Booth 1202

Unity Technologies - Booth 1402

Valve - Booth 1602/1702

Complete exhibitors list is available online.





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