Neil Trevett
neilt3d.bsky.social
Neil Trevett
@neilt3d.bsky.social
VP Developer Ecosystems at NVIDIA and President of The Khronos Group and the Metaverse Standards Forum
Full house at Metaverse Standards Forum-hosted SIGGRAPH Frontier Workshop on 3D Gaussian Splats! #SIGGRAPH25
August 12, 2025 at 6:31 PM
Google at AWE25 "if you are developing for OpenXR you are already developing for Android XR"
#Khronos #OpenXR #ANDROIDXR #SpatialComputing #AWE2025
June 11, 2025 at 5:40 PM
🚀 The first open standard for spatial computing is here! The new @OpenXR Spatial Entities Extensions deliver cross-platform, cross-session support for plane detection, marker tracking, and spatial anchors.
👉 khr.io/1j3
#OpenXR #SpatialComputing #XR #AR #AWE2025
OpenXR Spatial Entities Extensions Released for Developer Feedback
The Khronos® OpenXR™ Working Group has released a groundbreaking set of OpenXR extensions that establish the first open standard for spatial computing, enabling consistent cross-platform support for p...
khr.io
June 10, 2025 at 4:05 PM
Delighted for Meta's commitment to open, cross-platform solutions with OpenXR. Thanks to Meta and all platform vendors for their cooperation on this important open standard. And thanks to developers letting us know when bumps in the path forward need fixing! bit.ly/4isbyHW
Meta and OpenXR
Learn how Meta is supporting OpenXR and developers through its game engine integrations and contributions to OpenXR standards.
bit.ly
March 7, 2025 at 7:57 PM
Kicking off Vulkanised 2025 - the annual Vulkan conference - this year hosted by Arm in Cambridge, UK. Event is sold out! Ralph Potter of Samsung is giving the Vulkan Working Group overview...
February 11, 2025 at 9:57 AM
Reposted by Neil Trevett
Today at SIGGRAPH Asia, the Khronos sessions kick off with the Khronos Fast Forward. Hear the latest updates on the Vulkan 1.4 release and news from ANARI, glTF, 3D Commerce, OpenXR, and Slang!

Learn More: www.khronos.org/events/siggr...
#SIGGRAPH #Asia
December 2, 2024 at 9:31 PM
Vulkan 1.4 released today. Many features integrated into core and mandated to build out the functionality that developers can rely on cross-platform. It may look easy(?), but the Vulkan Working Group has significantly upped its roadmap planning game to align multiple silicon vendors to enable this.
December 2, 2024 at 6:55 PM
Reposted by Neil Trevett
SIGGRAPH Asia kicks off next week in Tokyo, Japan! Khronos Group will have a large presence at the show with BOFs and presentations on immersive web, #openxr, #gltf, #vulkan and #slang! Visit our webpage to learn more and see you there […]

[Original post on fosstodon.org]
November 27, 2024 at 12:14 AM
Reposted by Neil Trevett
Sharing a starter setup for using @shader-slang.bsky.social with #WebGPU in C++ with #CMake, either for native or web targets. 🔹 Uses the #reflection API to auto-generate boilerplate code! ✨

👉 github.com/eliemichel/S...

Very happy to take feedback about what's good and bad in this demo! More⤵️ 1/8
November 26, 2024 at 9:27 PM
Reposted by Neil Trevett
Agenda and Early-Bird Registration is now available for Vulkanised 2025, the largest annual event dedicated to developers using Vulkan!

vulkan.org/events/vulka...
November 25, 2024 at 8:57 PM
Reposted by Neil Trevett
I'm putting together a starter pack of individuals and companies championing OpenXR! 🙌

Are you working on an OpenXR based engine, runtime, extension, API layer? Writing docs or tutorials to help people get started? Please reach out and I'll add you to the list!

go.bsky.app/LRHRUMo
November 13, 2024 at 4:08 PM
Reposted by Neil Trevett
PICO has announced that their runtime is now officially OpenXR 1.1 compliant, highlighting their commitment to advancing industry standards and delivering seamless interoperability for developers and users.

Learn more: https://developer.picoxr.com/news/openxr-standard-1point1/
#openxr #pico
November 25, 2024 at 7:18 PM
Reposted by Neil Trevett
Highlighting this post from @shannonin3d.bsky.social, we're very interested in the possibilities for Slang in MaterialX, where it could be used to harmonize node implementations across GLSL, HLSL, MSL, WGSL, and other hardware shading languages.

shader-slang.com/blog/2024/11...
There’s a lot going on with Slang!
shader-slang.com
November 23, 2024 at 8:59 PM