{"id":55678,"date":"2020-03-18T14:31:32","date_gmt":"2020-03-18T13:31:32","guid":{"rendered":"https:\/\/www.planet3dnow.de\/cms\/?p=55678"},"modified":"2020-03-18T14:31:32","modified_gmt":"2020-03-18T13:31:32","slug":"khronos-group-releases-vulkan-ray-tracing","status":"publish","type":"post","link":"https:\/\/www.planet3dnow.de\/cms\/55678-khronos-group-releases-vulkan-ray-tracing\/","title":{"rendered":"Khronos Group Releases Vulkan Ray Tracing"},"content":{"rendered":"<p><em>Set of pro\u00advi\u00adsio\u00adnal exten\u00adsi\u00adon spe\u00adci\u00adfi\u00adca\u00adti\u00adons publicly available today for indus\u00adtry feedback.<\/em><\/p>\n<p><strong>Bea\u00adver\u00adton, <span class=\"caps\">OR<\/span> \u2013 March 17, 2020 \u2013 6:00 <span class=\"caps\">AM<\/span> <span class=\"caps\">PT<\/span> \u2013&nbsp;<\/strong>Today, The Khro\u00adnos<sup>\u00ae<\/sup>&nbsp;Group, an open con\u00adsor\u00adti\u00adum of indus\u00adtry-lea\u00adding com\u00adpa\u00adnies crea\u00adting advan\u00adced inter\u00adope\u00adra\u00adbi\u00adli\u00adty stan\u00addards, announ\u00adces the rati\u00adfi\u00adca\u00adti\u00adon and public release of the Vul\u00adkan<sup>\u00ae<\/sup>&nbsp;Ray Tra\u00adcing pro\u00advi\u00adsio\u00adnal exten\u00adsi\u00adons, crea\u00adting the industry\u2019s first open, cross-ven\u00addor, cross-plat\u00adform stan\u00addard for ray tra\u00adcing acce\u00adle\u00adra\u00adti\u00adon. Pri\u00adma\u00adri\u00adly focu\u00adsed on mee\u00adting desk\u00adtop mar\u00adket demand for both real-time and off\u00adline ren\u00adde\u00adring, the release of Vul\u00adkan Ray Tra\u00adcing as pro\u00advi\u00adsio\u00adnal exten\u00adsi\u00adons enables the deve\u00adlo\u00adper com\u00admu\u00adni\u00adty to pro\u00advi\u00adde feed\u00adback befo\u00adre the spe\u00adci\u00adfi\u00adca\u00adti\u00adons are fina\u00adli\u00adzed. Comm\u00adents and feed\u00adback will be coll\u00adec\u00adted through the&nbsp;<a href=\"https:\/\/khr.io\/vkrayprovfeedback\">Vul\u00adkan Git\u00adHub Issues Tra\u00adcker<\/a>&nbsp;and&nbsp;<a href=\"https:\/\/khr.io\/slack\">Khro\u00adnos Deve\u00adlo\u00adper Slack<\/a>. Deve\u00adlo\u00adpers are also encou\u00adra\u00adged to share comm\u00adents with their pre\u00adfer\u00adred hard\u00adware ven\u00addors. The spe\u00adci\u00adfi\u00adca\u00adti\u00adons are available today on the&nbsp;<a href=\"https:\/\/www.khronos.org\/registry\/vulkan\/\">Vul\u00adkan Regis\u00adtry<\/a>.<\/p>\n<p>Ray tra\u00adcing is a ren\u00adde\u00adring tech\u00adni\u00adque that rea\u00adli\u00adsti\u00adcal\u00adly simu\u00adla\u00adtes how light rays inter\u00adsect and inter\u00adact with sce\u00adne geo\u00adme\u00adtry, mate\u00adri\u00adals, and light sources to gene\u00adra\u00adte pho\u00adto\u00adrea\u00adli\u00adstic imagery. It is wide\u00adly used for film and other pro\u00adduc\u00adtion ren\u00adde\u00adring and is begin\u00adning to be prac\u00adti\u00adcal for real-time appli\u00adca\u00adti\u00adons and games. Vul\u00adkan Ray Tra\u00adcing seam\u00adless\u00adly inte\u00adgra\u00adtes a coher\u00adent ray tra\u00adcing frame\u00adwork into the Vul\u00adkan <span class=\"caps\">API<\/span>, enab\u00adling a fle\u00adxi\u00adble mer\u00adging of ras\u00adte\u00adriza\u00adti\u00adon and ray tra\u00adcing acce\u00adle\u00adra\u00adti\u00adon. Vul\u00adkan Ray Tra\u00adcing is desi\u00adgned to be hard\u00adware agno\u00adstic and so can be acce\u00adle\u00adra\u00adted on both exis\u00adting <span class=\"caps\">GPU<\/span> com\u00adpu\u00adte and dedi\u00adca\u00adted ray tra\u00adcing cores if available.<\/p>\n<p><span class=\"dquo\">\u201c<\/span>The\u00adre has been strong deve\u00adlo\u00adper demand for a tru\u00adly cross-plat\u00adform ray tra\u00adcing acce\u00adle\u00adra\u00adti\u00adon <span class=\"caps\">API<\/span> and now Vul\u00adkan Ray Tra\u00adcing is here to meet that indus\u00adtry need,\u201d said&nbsp;<strong>Dani\u00adel Koch, seni\u00ador gra\u00adphics sys\u00adtem soft\u00adware engi\u00adneer at <span class=\"caps\">NVIDIA<\/span> and Vul\u00adkan Ray Tra\u00adcing task sub group chair at Khro\u00adnos<\/strong>. \u201cThe over\u00adall archi\u00adtec\u00adtu\u00adre of Vul\u00adkan Ray Tra\u00adcing will be fami\u00adli\u00adar to users of exis\u00adting pro\u00adprie\u00adta\u00adry ray tra\u00adcing APIs, which enables straight\u00adfor\u00adward port\u00ading of exis\u00adting ray tra\u00adced con\u00adtent, but this frame\u00adwork also intro\u00addu\u00adces new func\u00adtion\u00ada\u00adli\u00adty and imple\u00admen\u00adta\u00adti\u00adon flexibility.\u201d<\/p>\n<p>Vul\u00adkan Ray Tra\u00adcing con\u00adsists of a num\u00adber of Vul\u00adkan, <span class=\"caps\">SPIR<\/span>\u2011V, and <span class=\"caps\">GLSL<\/span> exten\u00adsi\u00adons, some of which are optio\u00adnal. The pri\u00adma\u00adry&nbsp;<a href=\"https:\/\/www.khronos.org\/registry\/vulkan\/specs\/1.2-extensions\/html\/vkspec.html#VK_KHR_ray_tracing\">VK_KHR_ray_tracing<\/a>&nbsp;exten\u00adsi\u00adon pro\u00advi\u00addes sup\u00adport for acce\u00adle\u00adra\u00adti\u00adon struc\u00adtu\u00adre buil\u00adding and manage\u00adment, ray tra\u00adcing shader stages and pipe\u00adlines, and ray query intrin\u00adsics for all shader stages.&nbsp;<a href=\"https:\/\/www.khronos.org\/registry\/vulkan\/specs\/1.2-extensions\/html\/vkspec.html#VK_KHR_pipeline_library\">VK_KHR_pipeline_library<\/a>&nbsp;pro\u00advi\u00addes the abili\u00adty to pro\u00advi\u00adde a set of shaders which can be effi\u00adci\u00adent\u00adly lin\u00adked into ray tra\u00adcing pipe\u00adlines.&nbsp;<a href=\"https:\/\/www.khronos.org\/registry\/vulkan\/specs\/1.2-extensions\/html\/vkspec.html#VK_KHR_deferred_host_operations\">VK_KHR_deferred_host_operations<\/a>&nbsp;enables inten\u00adsi\u00adve dri\u00adver ope\u00adra\u00adti\u00adons, inclu\u00adding ray tra\u00adcing pipe\u00adline com\u00adpi\u00adla\u00adti\u00adon or CPU-based acce\u00adle\u00adra\u00adti\u00adon struc\u00adtu\u00adre con\u00ads\u00adtruc\u00adtion to be off\u00adloa\u00added to appli\u00adca\u00adti\u00adon-mana\u00adged <span class=\"caps\">CPU<\/span> thread pools.<\/p>\n<p>Vul\u00adkan Ray Tra\u00adcing shaders are <span class=\"caps\">SPIR<\/span>\u2011V bina\u00adries which use two new exten\u00adsi\u00adons. The&nbsp;<a href=\"http:\/\/htmlpreview.github.io\/?https:\/\/github.com\/KhronosGroup\/SPIRV-Registry\/blob\/master\/extensions\/KHR\/SPV_KHR_ray_tracing.html\">SPV_KHR_ray_tracing<\/a>&nbsp;<span class=\"caps\">SPIR<\/span>\u2011V exten\u00adsi\u00adon adds sup\u00adport for ray tra\u00adcing shader stages and ins\u00adtruc\u00adtions;&nbsp;<a href=\"http:\/\/htmlpreview.github.io\/?https:\/\/github.com\/KhronosGroup\/SPIRV-Registry\/blob\/master\/extensions\/KHR\/SPV_KHR_ray_query.html\">SPV_KHR_ray_query<\/a>&nbsp;adds sup\u00adport for ray query shader ins\u00adtruc\u00adtions. Deve\u00adlo\u00adpers can gene\u00adra\u00adte tho\u00adse bina\u00adries in <span class=\"caps\">GLSL<\/span> using two new <span class=\"caps\">GLSL<\/span> exten\u00adsi\u00adons,&nbsp;<a href=\"https:\/\/github.com\/KhronosGroup\/GLSL\/blob\/master\/extensions\/ext\/GLSL_EXT_ray_tracing.txt\">GLSL_EXT_ray_tracing<\/a>&nbsp;and&nbsp;<a href=\"https:\/\/github.com\/KhronosGroup\/GLSL\/blob\/master\/extensions\/ext\/GLSL_EXT_ray_query.txt\">GLSL_EXT_ray_query<\/a>, which are sup\u00adport\u00aded in the open source&nbsp;<a href=\"https:\/\/github.com\/KhronosGroup\/glslang\/\">gls\u00adlang<\/a>&nbsp;com\u00adpi\u00adler. Engi\u00adneers at Khro\u00adnos mem\u00adber com\u00adpa\u00adnies, inclu\u00adding <span class=\"caps\">NVIDIA<\/span>, have also&nbsp;<a href=\"https:\/\/devblogs.nvidia.com\/bringing-hlsl-ray-tracing-to-vulkan\/\">added sup\u00adport for the <span class=\"caps\">SPIR<\/span>\u2011V<\/a>&nbsp;exten\u00adsi\u00adons to&nbsp;<a href=\"https:\/\/github.com\/microsoft\/DirectXShaderCompiler\"><span class=\"caps\">DXC<\/span><\/a>, Microsoft\u2019s open source <span class=\"caps\">HLSL<\/span> com\u00adpi\u00adler, enab\u00adling Vul\u00adkan Ray Tra\u00adcing <span class=\"caps\">SPIR<\/span>\u2011V shaders to be aut\u00adho\u00adred in <span class=\"caps\">HLSL<\/span> using the syn\u00adtax defi\u00adned by Micro\u00adsoft, with mini\u00admal modifications.<\/p>\n<p>Dri\u00adver release updates and the sta\u00adtus of Vul\u00adkan eco\u00adsys\u00adtem com\u00adpon\u00adents will be pos\u00adted on the&nbsp;<a href=\"https:\/\/khr.io\/vkrayprovrelease\">Vul\u00adkan Ray Tra\u00adcing Pro\u00advi\u00adsio\u00adnal Release Tra\u00adcker<\/a>. A Vul\u00adkan <span class=\"caps\">SDK<\/span> that includes sup\u00adport for Vul\u00adkan Ray Tra\u00adcing will beco\u00adme available once all the neces\u00adsa\u00adry eco\u00adsys\u00adtem com\u00adpon\u00adents are upstrea\u00admed; check&nbsp;<a href=\"https:\/\/vulkan.lunarg.com\/\">this link<\/a>&nbsp;to watch for its avai\u00adla\u00adbi\u00adli\u00adty. An intro\u00adduc\u00adto\u00adry launch pre\u00adsen\u00adta\u00adti\u00adon on Vul\u00adkan Ray Tra\u00adcing is&nbsp;<a href=\"https:\/\/www.khronos.org\/assets\/uploads\/apis\/Vulkan-Ray-Tracing-Launch-Mar20.pdf\">here<\/a>, and fur\u00adther tech\u00adni\u00adcal details can be found in this&nbsp;<a href=\"https:\/\/khr.io\/vkrayprovblog\">blog post<\/a>.<\/p>\n<h3>Industry Support for Vulkan Ray Tracing Provisional Specification<\/h3>\n<p><span class=\"dquo\">\u201c<\/span>Stan\u00addar\u00addi\u00adzing ray tra\u00adcing in Vul\u00adkan is an important step towards making ray tra\u00adcing available across a wide ran\u00adge of devices, as well as enab\u00adling deve\u00adlo\u00adpers to use this tech\u00adno\u00adlo\u00adgy to its full advan\u00adta\u00adge. <span class=\"caps\">AMD<\/span> intends to pro\u00advi\u00adde sup\u00adport for all of the major fea\u00adtures in this exten\u00adsi\u00adon, inclu\u00adding ray shad\u00ading, ray queries, and <span class=\"caps\">CPU<\/span> acce\u00adle\u00adra\u00adti\u00adon struc\u00adtu\u00adre manage\u00adment. We will be working with deve\u00adlo\u00adpers to ensu\u00adre gre\u00adat per\u00adfor\u00admance from our Vul\u00adkan Ray Tra\u00adcing imple\u00admen\u00adta\u00adti\u00adon; the\u00adse efforts will help us to pro\u00advi\u00adde end users with even more visual\u00adly stun\u00adning gra\u00adphics on <span class=\"caps\">AMD<\/span> Rade\u00adon\u2122 GPUs,\u201d said&nbsp;<strong>Andrej Zdrav\u00adko\u00advic, seni\u00ador vice pre\u00adsi\u00addent, soft\u00adware deve\u00adlo\u00adp\u00adment,&nbsp;<span class=\"caps\">AMD<\/span>.<\/strong><\/p>\n<p><span class=\"dquo\">\u201c<\/span><span class=\"caps\">EA<\/span> is hap\u00adpy to see the release of the pro\u00advi\u00adsio\u00adnal ray tra\u00adcing exten\u00adsi\u00adon for Vul\u00adkan. Real\u00adtime ray tra\u00adcing is alre\u00ada\u00addy an important part of game deve\u00adlo\u00adp\u00adment and it will con\u00adti\u00adnue to be in the future. Allo\u00adwing ray queries from any shader stage is a gre\u00adat fea\u00adture, which will both sim\u00adpli\u00adfy inte\u00adgra\u00adti\u00adons and open up the pos\u00adsi\u00adbi\u00adli\u00adty for new tech\u00adni\u00adques while mul\u00adti\u00adth\u00adrea\u00added host-side buil\u00adding of acce\u00adle\u00adra\u00adti\u00adon struc\u00adtures has the poten\u00adti\u00adal to redu\u00adce laten\u00adcy and impro\u00adve the per\u00adfor\u00admance of our upco\u00adming game titles,\u201d said&nbsp;<strong>Sebas\u00adti\u00adan Taf\u00adu\u00adri, seni\u00ador ren\u00adde\u00adring engi\u00adneer at Frost\u00adbi\u00adte,&nbsp;<span class=\"caps\">EA<\/span>.<\/strong><\/p>\n<p><span class=\"dquo\">\u201c<\/span>Epic Games has been an acti\u00adve mem\u00adber of the Vul\u00adkan Ray Tra\u00adcing group from the begin\u00adning, and we are hap\u00adpy to see the ray tra\u00adcing exten\u00adsi\u00adon released to the public. We at Epic Games con\u00adti\u00adnue to who\u00adle\u00adhe\u00adar\u00adted\u00adly sup\u00adport Khronos\u2019s efforts on crea\u00adting open stan\u00addards to enhan\u00adce the end-user expe\u00adri\u00adence,\u201d said&nbsp;<strong>Yuriy O\u2019Donnell, ren\u00adde\u00adring engi\u00adneer, Epic&nbsp;Games.<\/strong><\/p>\n<p><span class=\"dquo\">\u201c<\/span>Ima\u00adgi\u00adna\u00adti\u00adon Tech\u00adno\u00adlo\u00adgies are very hap\u00adpy to see ray tra\u00adcing beco\u00adme a stan\u00addard part of Vul\u00adkan, hel\u00adping the over\u00adall ray tra\u00adcing eco\u00adsys\u00adtem to grow sub\u00adstan\u00adti\u00adal\u00adly due to Vulkan\u2019s wide reach across many plat\u00adforms and devices,\u201d said&nbsp;<strong>Rys Somm\u00ade\u00adfeldt, seni\u00ador direc\u00adtor of pro\u00adduct, Ray Tra\u00adcing and High Per\u00adfor\u00admance Gra\u00adphics, Ima\u00adgi\u00adna\u00adti\u00adon Tech\u00adno\u00adlo\u00adgies.<\/strong>&nbsp;\u201cWe are very sup\u00adport\u00adi\u00adve of the stan\u00addard, which will help us deli\u00adver the effi\u00adci\u00adent, fast, and focu\u00adsed hard\u00adware solu\u00adti\u00adon we are deve\u00adlo\u00adping for our customers.\u201d<\/p>\n<p><span class=\"dquo\">\u201c<\/span>The Intel Xe archi\u00adtec\u00adtu\u00adre road\u00admap includes sup\u00adport for hard\u00adware acce\u00adle\u00adra\u00adted ray tra\u00adcing, and we\u2019\u00adre exci\u00adted to work with Khro\u00adnos to imple\u00adment full sup\u00adport into Vul\u00adkan,\u201d said&nbsp;<strong>Joshua Bar\u00adc\u00adzak, gra\u00adphics soft\u00adware archi\u00adtect at&nbsp;Intel.<\/strong><\/p>\n<p><span class=\"dquo\">\u201c<\/span><span class=\"caps\">NVIDIA<\/span> ships beta dri\u00advers today with sup\u00adport for the pro\u00advi\u00adsio\u00adnal stan\u00addar\u00addi\u00adzed ray tra\u00adcing func\u00adtion\u00ada\u00adli\u00adty in Vul\u00adkan,\u201d said&nbsp;<strong>Mor\u00adgan McGui\u00adre, rese\u00adarch direc\u00adtor at <span class=\"caps\">NVIDIA<\/span>.<\/strong>&nbsp;\u201cBrin\u00adging acce\u00adle\u00adra\u00adted ray tra\u00adcing to the Vul\u00adkan cross-plat\u00adform, open stan\u00addard <span class=\"caps\">API<\/span> is ano\u00adther signi\u00adfi\u00adcant step towards enab\u00adling the hig\u00adhest qua\u00adli\u00adty of visu\u00adal rea\u00adlism for real-time games and appli\u00adca\u00adti\u00adons everywhere.\u201d<\/p>\n<p><span class=\"dquo\">\u201c<\/span>We are very exci\u00adted about having hard\u00adware ray tra\u00adcing sup\u00adport baked into Vul\u00adkan. Vul\u00adkan Ray Tra\u00adcing enables us to rese\u00adarch high-end ren\u00adde\u00adring solu\u00adti\u00adons, while also having sup\u00adport for all sup\u00adport\u00ading ven\u00addors and plat\u00adforms with mini\u00admal over\u00adhead,\u201d said&nbsp;<strong>Jules Urbach, <span class=\"caps\">CEO<\/span>,&nbsp;<span class=\"caps\">OTOY<\/span>.<\/strong><\/p>\n<h3>About Vulkan<\/h3>\n<p>Vul\u00adkan is an open, royal\u00adty-free <span class=\"caps\">API<\/span> for high-effi\u00adci\u00aden\u00adcy, cross-plat\u00adform access to modern GPUs, with wide\u00adspread adop\u00adti\u00adon in lea\u00adding engi\u00adnes, cut\u00adting-edge games, and deman\u00adding appli\u00adca\u00adti\u00adons. Vul\u00adkan is sup\u00adport\u00aded in a diver\u00adse ran\u00adge of devices from Win\u00addows and Linux PCs, con\u00adso\u00adles, and the cloud, to mobi\u00adle pho\u00adnes and embedded platforms.<\/p>\n<h3>About The Khronos Group<\/h3>\n<p>The Khro\u00adnos Group is an open, non-pro\u00adfit, mem\u00adber-dri\u00adven con\u00adsor\u00adti\u00adum of over 150 indus\u00adtry-lea\u00adding com\u00adpa\u00adnies crea\u00adting advan\u00adced, royal\u00adty-free, inter\u00adope\u00adra\u00adbi\u00adli\u00adty stan\u00addards for <span class=\"caps\">3D<\/span> gra\u00adphics, aug\u00admen\u00adted and vir\u00adtu\u00adal rea\u00adli\u00adty, par\u00adal\u00adlel pro\u00adgramming, visi\u00adon acce\u00adle\u00adra\u00adti\u00adon and machi\u00adne lear\u00adning. Khro\u00adnos acti\u00advi\u00adties include Vul\u00adkan<sup>\u00ae<\/sup>, OpenGL<sup>\u00ae<\/sup>, OpenGL<sup>\u00ae<\/sup>&nbsp;<span class=\"caps\">ES<\/span>, Web\u00adGL\u2122, <span class=\"caps\">SPIR<\/span>\u2011V\u2122, Open\u00adCL\u2122, <span class=\"caps\">SYCL<\/span>\u2122, Open\u00adVX\u2122, <span class=\"caps\">NNEF<\/span>\u2122, OpenXR\u2122, <span class=\"caps\">3D<\/span> Com\u00admer\u00adce\u2122, <span class=\"caps\">ANARI<\/span>\u2122, and glTF\u2122. Khro\u00adnos mem\u00adbers dri\u00adve the deve\u00adlo\u00adp\u00adment and evo\u00adlu\u00adti\u00adon of Khro\u00adnos spe\u00adci\u00adfi\u00adca\u00adti\u00adons and are able to acce\u00adle\u00adra\u00adte the deli\u00advery of cut\u00adting-edge plat\u00adforms and appli\u00adca\u00adti\u00adons through ear\u00adly access to spe\u00adci\u00adfi\u00adca\u00adti\u00adon drafts and con\u00adfor\u00admance&nbsp;tests.<\/p>\n<p class=\"text-center\">###<\/p>\n<p><small>Khro\u00adnos\u00ae and Vul\u00adkan\u00ae are regis\u00adtered trade\u00admarks, and <span class=\"caps\">ANARI<\/span>\u2122, Web\u00adGL\u2122, glTF\u2122, <span class=\"caps\">NNEF<\/span>\u2122, Open\u00adVX\u2122, <span class=\"caps\">SPIR<\/span>\u2122, <span class=\"caps\">SPIR<\/span>\u2011V\u2122, <span class=\"caps\">SYCL<\/span>\u2122 and <span class=\"caps\">3D<\/span> Com\u00admer\u00adce\u2122 are trade\u00admarks of The Khro\u00adnos Group Inc. OpenXR\u2122 is a trade\u00admark owned by The Khro\u00adnos Group Inc. and is regis\u00adtered as a trade\u00admark in Chi\u00adna, the Euro\u00adpean Uni\u00adon, Japan and the United King\u00addom. Open\u00adCL\u2122 is a trade\u00admark of Apple Inc. and OpenGL\u00ae is a regis\u00adtered trade\u00admark and the OpenGL <span class=\"caps\">ES<\/span>\u2122 and OpenGL <span class=\"caps\">SC<\/span>\u2122 logos are trade\u00admarks of Hew\u00adlett Packard Enter\u00adpri\u00adse used under licen\u00adse by Khro\u00adnos. All other pro\u00adduct names, trade\u00admarks, and\/or com\u00adpa\u00adny names are used sole\u00adly for iden\u00adti\u00adfi\u00adca\u00adti\u00adon and belong to their respec\u00adti\u00adve owners.<\/small><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Set of pro\u00advi\u00adsio\u00adnal exten\u00adsi\u00adon spe\u00adci\u00adfi\u00adca\u00adti\u00adons publicly available today for indus\u00adtry feed\u00adback. Bea\u00adver\u00adton, <span class=\"caps\">OR<\/span> \u2013 March 17, 2020 \u2013 6:00 <span class=\"caps\">AM<\/span> <span class=\"caps\">PT<\/span> \u2013&nbsp;Today, The Khro\u00adnos\u00ae&nbsp;Group, an open con\u00adsor\u00adti\u00adum of indus\u00ad\u00adtry-lea\u00ad\u00adding com\u00adpa\u00adnies crea\u00adting advan\u00adced inter\u00adope\u00adra\u00adbi\u00adli\u00adty stan\u00addards, announ\u00adces the rati\u00adfi\u00adca\u00adti\u00adon and public release of the Vul\u00adkan\u00ae&nbsp;Ray Tra\u00adcing pro\u00advi\u00adsio\u00adnal exten\u00adsi\u00adons, crea\u00adting the industry\u2019s first open, cross-ven\u00ad\u00addor, cross-pla\u00adt\u00ad\u00adform stan\u00addard for (\u2026) <a class=\"moretag\" href=\"https:\/\/www.planet3dnow.de\/cms\/55678-khronos-group-releases-vulkan-ray-tracing\/\">Wei\u00adter\u00adle\u00adsen&nbsp;\u00bb<\/a><\/p>\n","protected":false},"author":593,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"wp_typography_post_enhancements_disabled":false,"ngg_post_thumbnail":0,"footnotes":""},"categories":[22],"tags":[1059,1957,900],"class_list":["post-55678","post","type-post","status-publish","format-standard","hentry","category-pressemitteilungen","tag-khronos","tag-raytracing","tag-vulkan","entry"],"share_on_mastodon":{"url":"","error":""},"_links":{"self":[{"href":"https:\/\/www.planet3dnow.de\/cms\/wp-json\/wp\/v2\/posts\/55678","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.planet3dnow.de\/cms\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.planet3dnow.de\/cms\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.planet3dnow.de\/cms\/wp-json\/wp\/v2\/users\/593"}],"replies":[{"embeddable":true,"href":"https:\/\/www.planet3dnow.de\/cms\/wp-json\/wp\/v2\/comments?post=55678"}],"version-history":[{"count":1,"href":"https:\/\/www.planet3dnow.de\/cms\/wp-json\/wp\/v2\/posts\/55678\/revisions"}],"predecessor-version":[{"id":55679,"href":"https:\/\/www.planet3dnow.de\/cms\/wp-json\/wp\/v2\/posts\/55678\/revisions\/55679"}],"wp:attachment":[{"href":"https:\/\/www.planet3dnow.de\/cms\/wp-json\/wp\/v2\/media?parent=55678"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.planet3dnow.de\/cms\/wp-json\/wp\/v2\/categories?post=55678"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.planet3dnow.de\/cms\/wp-json\/wp\/v2\/tags?post=55678"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}