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Google and Red Games Co. Use WebGL to Bring Crayola Create & Play to the Web
At Google Chrome, we're dedicated to advancing an open, capable, and instant web for everyone. This vision recently came to life through our partnership with Crayola and Red Games Co., bringing Crayola's beloved mobile app, Create and Play, to the web.
Crayola's Create and Play, developed exclusively by Red Games Co., is the #1 iPad creativity app for kids on the Apple App Store and is praised for its blend of educational and artistic experiences
Project Dogwalk: Stress-Testing Blender-to-Godot Interoperability with glTF
At Blender Studio, our projects are designed to do more than tell stories or create visuals—they function as production-driven R&D. Each film, asset, or tool is a proving ground that surfaces bugs, inspires new features, and tests Blender in real-world conditions. With Project Dogwalk, we expanded this model into game development. Our goal was to build a small, polished game in just four months using an open source pipeline, with Blender as the Digital Content Creation (DCC) hub, Godot as the game engine, and glTF™ as the exchange format at the center. glTF is the widely adopted 3D asset format from the Khronos® Group.
Autodesk VRED 2026: How Autodesk Revolutionized Visualization with Vulkan
Overview
For over two decades, Autodesk VRED has been the cornerstone of automotive visualization, enabling designers and engineers to transform complex CAD data into photorealistic imagery and immersive experiences. Vulkan® is a new-generation, open, royalty-free graphics and compute API from the Khronos® Group designed for high-efficiency, cross-platform access to modern GPUs that is increasingly replacing the previous OpenGL® 3D AP
Showcasing glTF’s Growing Capabilities: Four New Sample Assets for Artists
Over the past year, I’ve had the privilege of building a new set of glTF showcase assets for the Khronos Group. These models were designed not just to look great in the updated glTF Sample Viewer, but to demonstrate what’s possible with glTF today—and to share the workflows behind them so artists can apply these techniques in their own projects. Each asset comes with a step-by-step creation guide on GitHub, detailing the modeling, materials, and export process, including how to make the most of glTF’s growing set of extensions. The goal is to give artists clear, reproducible examples of how to achieve realistic results in compact, efficient 3D models. In this post, I’ll introduce the four newest showcase assets and talk about the unique challenges they present. You can explore the models directly in the Sample Viewer, dig into their source files on GitHub, and follow detailed creation notes for each one.
Khronos, OGC, and Geospatial Leaders Add 3D Gaussian Splats to the glTF Asset Standard
Recognizing the transformative potential of 3D Gaussian Splats, leading organizations across the geospatial, graphics, and standards domains — including Khronos Group®, Open Geospatial Consortium (OGC), Niantic Spatial, Cesium(Bentley), and Esri— have come together to integrate 3D Geospatial Gaussian Splats into Khronos’ widely adopted glTF™ 3D asset format standard. This collaborative initiative aims to create a standardized, interoperable framework for encoding and sharing 3D Gaussian Splats, ensuring broad interoperability and easy implementation across platforms and applications.
Introducing Asset Creation Guidelines 2.0 for Commerce-Ready glTF Assets
As the 3D commerce industry evolves, artists and brands alike need clear, up-to-date guidance to efficiently produce optimized assets. Today, we're excited to announce the launch of version 2.0 of the Asset Creation Guidelines—a comprehensive and continuously updated resource designed to help 3D artists create photorealistic, commerce-ready assets for web, XR, games, and other real-time 3D applications. Like the original Real-Time Asset Creation Guidelines, these best practices use glTF as a de facto target format, and can be applied to any 3D content creation workflow. The new Asset Creation Guidelines are designed to help artists ranging from beginners to experts develop 3D cross-platform content for real-time rendering. If you’ve ever wondered how to create a photorealistic 3D model, how to animate a model to show how it works in addition to how it looks, or how to compress a 3D model for faster download, this resource is for you.
ANARI at SIGGRAPH 2025: Major Updates to the Industry’s First Cross-Platform Rendering Engine API
The Khronos ANARI (Analytic Rendering Interface) Working Group is excited to share developments as we approach SIGGRAPH 2025, including a first look at ANARI 1.1 updates. With ANARI 1.1 features planned and a growing ecosystem of tools and implementations, the industry's first cross-platform 3D rendering engine API continues to evolve to meet the demands of modern scientific visualization and rendering applications.
As excitement builds for SIGGRAPH 2025, the Khronos Group is preparing to host its annual Vulkan Birds of a Feather session at SIGGRAPH 2025 on Wednesday, August 13, from 4:30 to 6:00 pm. The BOF is an essential gathering for graphics developers, GPU vendors, and graphics enthusiasts eager to stay on the cutting edge of the industry’s leading cross-platform graphics and compute API. This year’s Vulkan BOF will be packed with meaningful updates and will provide a great opportunity for community engagement. In this blog post, we preview the key Vulkan developments, initiatives, and events that will take center stage at the BOF, including: an update on Vulkan 1.4 adoption, recent extensions, a proposed new deprecation mechanism, enhancements to our samples and documentation, plus updates on the Vulkanised 2026 conference, and much more.
Khronos Announces Vulkan Video Encode Intra-refresh Extension
The set of extensions known as Vulkan Video, developed by the Vulkan® Working Group at The Khronos® Group, provides developers with vendor-independent access to video decoding and encoding functionality in modern GPU hardware.
Today, with the release of version 1.4.321 of the Vulkan specification, Vulkan Video is once again being expanded for encoding operations with the introduction of the Encode Intra-refresh extension—the second
So Long, Image Layouts: Simplifying Vulkan Synchronization
Synchronization in Vulkan® has long been one of its most notorious challenges, something developers haven’t been shy about reminding us. The Khronos® Vulkan Working Group has been steadily working to make Vulkan a joy to use, and simplifying the synchronization model has been high on our priority list. One of the most frequent developer frustrations has been the complexity of managing image layouts, a pain point we’re tackling
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 plane and marker detection and tracking, precise spatial anchors, and cross-session persistence. These new Spatial Entities Extensions are now available for public review, and we invite developers to provide feedback to help drive the continued evolution. As the first implementations roll out in 2025, this milestone brings developers powerful new tools for building persistent, interoperable XR spatial experiences across a growing range of devices.
Khronos Announces Vulkan Video Decode VP9 Extension
The set of extensions known as "Vulkan Video", developed by the Vulkan® Working Group at Khronos®, provides developers with vendor-independent access to video decoding and encoding functionality in modern GPU hardware.
Today, with the release of version 1.4.317 of the Vulkan specification, this set of extensions is being expanded once again with the introduction of VP9 decoding. VP9 was among the first royalty-free codecs to gain mass ado
VisIt Embraces ANARI for Advanced Scientific Visualization
VisIt, the open-source scientific visualization tool developed at Lawrence Livermore National Laboratory (LLNL), is entering a new era of advanced rendering. In a collaborative effort between LLNL’s VisIt team and NVIDIA, VisIt has been enhanced with state-of-the-art rendering capabilities by integrating a Khronos Group standard called ANARI™ (Analytic Rendering Interface). This integration, led by Kevin Griffin (a senior developer technology engineer at NVIDIA, ANARI working group member, and former LLNL employee) and in partnership with LLNL developers Kathleen Biagas and Mark Miller, brings physically accurate ray tracing, global illumination, and broader platform support to VisIt’s high-performance visualization workflows.
New OpenVX Extensions Deliver Enhanced Graph Pipelining, Tensor Views of Images, and Sub-Image Array Support
OpenVX, the industry-standard graph compute API for computer vision and machine learning, has recently introduced three new provisional extensions that significantly enhance its programming model. In this post, we’ll explore what’s new, why it matters, and how developers can benefit.
A Decade of Heterogeneous C++ Compute Acceleration with SYCL
The Khronos® Group is celebrating a significant milestone as SYCL™ marks its tenth anniversary. First ratified and published in May 2015, SYCL has grown from an ambitious specification to a cornerstone of heterogeneous computing, enabling developers to write single-source C++ code for a wide range of accelerators, including CPUs, GPUs, FPGAs, and specialized AI hardware. The SYCL developer community and members of the Khronos SYCL Working Group recently gathered at the International Workshop on OpenCL and SYCL (IWOCL 2025) to share the latest developments in the SYCL ecosystem, and celebrate this milestone.