Event Presentations Now Available
Presentations and other assets from this event are presented here. For information on upcoming events, click here.
- WebGL BOF Slides (Link)
- Khronos Overview - Neil Trevett (Video)
- glTF Session (Video)
- WebGL Session (Video)
- OpenXR Session (Video)
- OpenXR Demo (Video)
- Vulkan - OpenGL Session - Part 1 (Video)
- Vulkan - OpenGL Session - Part 2 (Video)
- glTF Ecosystem Forum (Link)
Khronos standards are fundamental to many of the technologies on display at SIGGRAPH. Look for the examples of the latest updates to many of our standards in many of our members’ and partners’ booths and technical sessions, and attend one of our BOF sessions for the latest.
SIGGRAPH NEWS:
- Khronos BOF Sessions will be Live Streamed on YouTube. Check back here for the link
- Press Release: Khronos Releases NNEF 1.0 Standard For Optimized Deployment of Trained Neural Networks
- Press Release: Khronos Group Announces New Specifications and Standardization Initiatives at SIGGRAPH
- Blog: OpenXR – First Public Demonstrations at SIGGRAPH 2018
SIGGRAPH BOF Video
View on Youtube here (includes timestamps), download slide presentations here.
Khronos BOFs: Wednesday, August 15
Location: Pinnacle Ballrooms I-II, Vancouver Marriott Pinnacle Downtown. You do NOT need a pass to attend our BOFs.
Our BOF Blitz of individual BOF sessions covering the Khronos standards below will be on Wednesday, August 15 at the Marriott Pinnacle (just up the street from the convention center), in Vancouver BC. Bookmark this page and check back, or subscribe to our newsletter to get a session list in your inbox. You may download a handy PDF of our SIGGRAPH events.
Khronos Fast Forward - 9am
Rapid-fire overview of all things Khronos - including updates on Khronos compute, vision and machine learning initiatives not covered in the other BOFs!
- Neil Trevett: NVIDIA
glTF: Efficient 3D Models - 10am
The latest news on the glTF tools ecosystem, extensions, and specification. Developers and artists can learn what's new in glTF, the efficient API-neutral 3D format with PBR materials.
- Ecosystem update: Patrick Cozzi, Cesium
- glTF for artists: Patrick Ryan, Microsoft
- TurboSquid: Beau Perschall
- Facebook: Pär Winzell
- Microsoft: Gary Hsu and Cedric Caillaud
- STK: Alex Wood, AGI
- VSCode: Ed Mackey, AGI
- Industrial AR with glTF: Johannes Beh, Fraunhofer
- Google Draco: Jamieson Brettle
- Texture transmission: Mark Callow
- IKEA: Martin Enthed
WebGL: Latest Techniques - 11am
Come see the latest techniques for deploying GPU-accelerated 3D content to the World Wide Web via HTML5 and WebGL. Meet the community and ask your pressing questions!
- Yang Gu: Intel
- Mauricio Vives: MerchLogix
- Trevor Baron: Microsoft
- Ib Green and Georgios Karnas: Uber
- Paul Chambers: Sketchfab
- Tarek Sherif: Biodigital
- Will Eastcott: PlayCanvas
- Gary Li: AGI
- Ricardo Cabello: @MrDoob - threejs
- Simon Kallweit and Adrian Blumer: Esri R&D Center Zurich
Standardizing All the Realities: A Look at OpenXR - 1pm
We’ll give an update on the technical details of the of the OpenXR standard for virtual and augmented reality, including the application and device interfaces, and interoperability between different hardware.
- Kaye Mason: Google
3D Graphics with Vulkan and OpenGL - 2pm
See what’s happening with Khronos' open standard native 3D APIs! Get the latest about technical features, applications, tools, and ecosystem developments in Vulkan and OpenGL that’s driving 3D graphics forward.
- Vulkan and OpenGL Updates: Tom Olson, Piers Daniel, Neil Trevett (Working Group Chairs)
- Vulkan Shader Compiler Updates: Lei Zhang/Ehsan Nasiri (Google)
- Running OpenCL C Kernels on Vulkan for Fun and Profit: Eric Berdahl (Adobe)
- Vulkan: Mark My DWORDs: Hai Nguyen (Google)
- State of the Art Engines on Vulkan: Dan Baker (Oxide Games)
- Porting Unity to Vulkan: Mikko Strandborg (Unity)
Skipping SIGGRAPH this year?
If you have to miss our BOFs, you can still watch our live-steam. Link to be posted on the morning of Wednesday August 15th.
Khronos Networking Reception 5:30pm
Location: Pinnacle Ballroom, Vancouver Marriott Pinnacle Downtown
Join us after a day of BOFs at the Khronos networking reception, sponsored by our members. Have a beer or two, talk with Khronos presenters, see demos, and network with fellow developers. The speakers from many of the Khronos BOF sessions will be in attendance and will be ready to answer your questions or just say "Hi!" This year’s Khronos Networking Reception is sponsored by the following Khronos members:
Thank you to our Sponsors!
Thank you to our Khronos-member sponsors NVIDIA, LunarG, Cesium and AMD for helping to make our networking reception possible:
Khronos-related Courses, Papers, and BOFs
Advanced Graphics Extensions for Vulkan
| Time | Place | Description |
|---|---|---|
| GETTING STARTED WITH WEBGL AND THREE.JS | ||
|
Sunday, 12 August |
Vancouver Convention Centre East Building, Ballroom C |
This course is an introduction to WebGL and three.js, the two most widely used APIs for creating interactive 3D graphics applications that run through a web browser. Participants will be able to run and modify examples during the presentation. |
| INTRODUCTION TO THE VULKAN GRAPHICS API | ||
|
Sunday, 12 August |
Vancouver Convention Centre East Building, Ballroom BC |
Vulkan is a new generation graphics and compute API that provides high-efficiency, cross-platform access to modern GPUs used in a wide variety of devices from PCs to mobile phones and embedded platforms. This course will be of interest to anyone who writes high-performance interactive graphics programs. Class Materials. |
| ADVANCES IN REAL-TIME RENDERING IN GAMES PART 1 | ||
|
Monday, 13 August |
Vancouver Convention Centre East Building, Ballroom BC |
This course brings state-of-the-art and production-proven rendering techniques for fast, interactive rendering of complex and engaging virtual worlds of video games. Includes speakers from the makers of several innovative game companies, such as Ubisoft, Sledgehammer Games, Activision, Lucasfilm, NVIDIA, Unity Technologies, and Epic Games. |
| Advanced Graphics Extensions for Vulkan | ||
|
Monday 13, August Tuesday 14, August |
Monday: Sponsored Room 220 Tuesday: Booth # 801, West Hall |
Two years after release, Vulkan is a mature and full-featured low-level graphics API with significant adoption in the developer community. NVIDIA will present a status update on our Vulkan software stack. We'll cover the latest Vulkan developments, including extensions, software libraries, and tools. We'll also cover best practices and lessons learned from our own work with the Vulkan API in the past year. |
| RTX on Vulkan | ||
|
Monday 13, August |
Sponsored Room 220 |
NVIDIA's RTX leverages 10+ years of research into accelerated ray tracing on GPUs. In this talk, we'll explore our API for exposing RTX through Vulkan. We will discuss how ray tracing fits in with a low-level rasterization API and cover some details on our Vulkan raytracing extension.
|
| ADVANCES IN REAL-TIME RENDERING IN GAMES PART 2 | ||
|
Monday, 13 August |
Vancouver Convention Centre East Building, Ballroom BC |
This course brings state-of-the-art and production-proven rendering techniques for fast, interactive rendering of complex and engaging virtual worlds of video games. Includes speakers from the makers of several innovative game companies, such as Ubisoft, Sledgehammer Games, Activision, Lucasfilm, NVIDIA, Unity Technologies, and Epic Games. |
| CesiumJS: 3D Globes on the Web | ||
|
Tuesday, 14 August |
ACM SIGGRAPH Theater West Building, Room 102 |
A discussion of the latest news and community activity in the open-source CesiumJS project for 3D globes built on WebGL and discussion of 3D Tiles for streaming massive 3D models. |
| NVIDIA VR Update | ||
| Tuesday 14, August | Booth #801, West Hall | Building on our previous talks, we'll give an update on what's happening in the professional virtual reality (VR) space at NVIDIA. We'll first give an update on OpenGL and Vulkan VR functionality and then we'll talk about how to drive dual-input head-mounted displays (HMDs) from two GPUs efficiently. |
| HLSL REALTIME SHADING LANGUAGE | ||
|
Wednesday, 15 August |
Vancouver Convention Centre East Building Room 12 |
Now that HLSL is on GitHub and supported in Vulkan, Direct3D, etc., and contributed to W3C, this forum lets contributors and fans discuss its current status and future evolution. |
| Volume: 3D Reconstruction of History for Immersive Platforms | ||
| Click to View | Vancouver Convention Centre West Building Ballroom Foyer |
Volume is a machine learning-driven tool for storytellers. It reconstructs 2D images and videos into a 3D environment for use in immersive platforms (e.g., VR, AR, and webGL). This abstract demonstrates the technology and motivation behind Volume, and reveals experiments made with the tool thus far. |
| BOIDS: LEARNING VECTOR ARITHMETIC THROUGH ANIMATION | ||
| Click to View | Vancouver Convention Centre West Building, Room 116-117 |
Boids is an excellent example of emergent behaviour. Coding some simple rules creates complex behaviour. The groovy graphics assignment consolidates students' learning of C++, OpenGL, GLM, and vector arithmetic. Students also learn about the careful balances that must be made to ensure that a simulation behaves in a realistic way. |
Khronos Members and Associates Exhibiting at SIGGRAPH
You can find a complete list of Siggraph Exhibitors here.
Khronos Member Booths
- AMD Booth 1101
- AntiLatency Booth 1439
- Epic Games 1401
- Google Booth 1423
- Intel Corporation Booth 1300
- MAXON Booth 1316
- Microsoft Booth 620
- NVIDIA Corporation Booth 501, 801
- Otoy Booth 1147
- The QT Company Booth 1333
- StarVR Corporation Booth 421
- Tobii Booth 437
- Unity Technologies Booth 817
Maps and Directions
Conference Code of Conduct: The Khronos Group is dedicated to providing a harassment-free conference experience for everyone. Visit our Code of Conduct page to learn more.
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