Fast Forward August 2018 Neil Trevett | Khronos President | VP Developer Ecosystem [email protected] | @neilt3d www.khronos.org

© Copyright Khronos™ Group 2018 - Page 1 Khronos Mission

Software

Silicon

Khronos is an International Industry Consortium creating royalty-free, open standards to enable software to access hardware acceleration for 3D Graphics, Virtual and Augmented Reality, Parallel Computing, Neural Networks and Vision Processing

© Copyright Khronos™ Group 2018 - Page 2 Khronos Fast Forward

Run-time File Formats

3D Graphics

Heterogenous Compute (Parallel Processing)

VR and AR Vision and Inferencing

© Copyright Khronos™ Group 2018 - Page 3 Vulkan and New Generation GPU APIs

Non-proprietary, royalty-free open standard ‘By the industry for the industry’ Portable across multiple platforms - desktop and mobile Modern architecture | Low overhead| Multi-thread friendly EXPLICIT GPU access for EFFICIENT, LOW-LATENCY, PREDICTABLE performance

Vulkan Porting Tools

Vulkan is available on Android 7.0+

© Copyright Khronos™ Group 2018 - Page 4 Pervasive Vulkan Major GPU Companies supporting Vulkan for Desktop and Mobile Platforms

http://vulkan.gpuinfo.org/ Platforms

Consoles Desktop Mobile Media Players (Android 7.0+)

Virtual Reality Cloud Services Embedded

Game Engines

Croteam Serious Engine

© Copyright Khronos™ Group 2018 - Page 5 Vulkan 1.1 Launch and Ongoing Momentum Strengthening the Ecosystem Improved developer tools (SDK, validation/debug layers) More rigorous conformance testing Building Vulkan’s Future Shader toolchain improvements (size, speed, robustness) Deliver complete ecosystem – not just specs Shading language flexibility – HLSL and OpenCL support Listen and prioritize developer needs Vulkan Public Ecosystem Forum Drive GPU technology

Released Vulkan 1.1 Extensions KHR_draw_indirect_count Vulkan 1.0 Extensions Source draw count parameter from a buffer in GPU-writable Maintenance updates plus additional functionality memory for greater flexibility for GPU-generated work Explicit Building Blocks for VR: KHR_8bit_storage e.g. multiview 8-bit types in uniform and storage buffers for improved compute Explicit Building Blocks for support in apps such as inferencing and vision Homogeneous Multi-GPU EXT_descriptor_indexing Enhanced Windows System Integration Dynamically non-uniform (aka bindless) resource access Increased Shader Flexibility: Required by some modern game engine architectures February 2016 16 bit storage, Variable Pointers Enhanced Cross-Process and Discussions in Flight Vulkan 1.0 March 2018 Cross-API Sharing Vulkan 1.1 Reduced precision arithmetic types in shaders Detailed driver property queries Integration of 1.0 Extensions. Variable-resolution rendering New Technology into Core e.g. Cross-vendor performance counter queries Subgroup Operations Memory residency management Depth/stencil resolve Ray tracing Widening Platform Support Video Pervasive GPU vendor native driver availability New synchronization primitives Open source drivers – ANV (), AMDVLK/RADV (AMD) Port Vulkan apps to macOS/iOS and DX12

© Copyright Khronos™ Group 2018 - Page 6 Content is shipping on desktop…

Vulkan-only AAA Titles on PC

Dota 2 on PC and macOS

AAA titles on Linux

© Copyright Khronos™ Group 2018 - Page 7 …and Mobile

Plus…. Lineage 2 Revolution Heroes of Incredible Tales Dream League Soccer…

© Copyright Khronos™ Group 2018 - Page 8 Fortnite on Android!

Fortnite on Android uses Vulkan on select phones for optimal performance, including the best-performing Samsung – the Galaxy Note9

© Copyright Khronos™ Group 2018 - Page 9 Vulkan Developer Activity – SDK and GitHub

LunarG Vulkan SDK Download rate increases every year since launch http://vulkan.lunarg.com

SIGGRAPH 2016 Vulkan Related GitHub Repos SIGGRAPH 2018 2500

2000

1500 SIGGRAPH 2017

1000

500

0 SIGGRAPH GDC SIGGRAPH GDC SIGGRAPH 2016 2017 2017 2018 2018

© Copyright Khronos™ Group 2018 - Page 10 Vulkan Portability Initiative

Enabling and accelerating the creation of tools and run-time libraries for Vulkan applications to run on platforms supporting only Metal or Direct3D

Multiple third party implementations Most functionality supported. Of Vulkan Portability run-time E.g. Metal 1.0 supports everything except: libraries and tools Triangle fans, Separate stencil reference masks, Vulkan Events, Allocation callbacks, some texture-specific swizzles Portability Layers Metal 2.0 reduces this list DevSim Layer – develop and debug with the features of a Portability Library on a full Vulkan driver Porting Research Vulkan Portability Validation Layer – enforces use of What % of Vulkan can be Extension Portability library features EFFICIENTLY supported Standardizes app queries for Vulkan by run-time layer over features NOT supported on Conformance Tests D3D and Metal library/platform combination Vulkan CTS will skip tests for missing functionality Subsets cannot be officially conformant but functionality that is present must work!

Implementation and testing experience

© Copyright Khronos™ Group 2018 - Page 11 Bringing Vulkan Apps to Apple Platforms Today

Dota 2 running on Mac up to Applications 50% faster than native OpenGL Open source SDK to build, run, and debug applications First productions apps using on macOS including MoltenVK already shipping Vulkan validation layer support on macOS and iOS macOS SDK

SPIRV-Cross macOS / iOS Beta release – working to pass all Convert SPIR-V shaders to Run-time applicable conformance tests platform source formats Maps Vulkan to Metal Previously a paid product MoltenVK for macOS and iOS Now released into OPEN SOURCE For macOS 10.11, iOS 9.0 and up Completely free to use - no fees or royalties – including commercial applications

© Copyright Khronos™ Group 2018 - Page 12 Valve - Vulkan Dota 2 on macOS

Shipping Now. Vulkan delivering up to 50% performance increase over native OpenGL

© Copyright Khronos™ Group 2018 - Page 13 gfx-rs • Vulkan Portability over D3D, Metal, and OpenGL - D3D layer useful for Vulkan on UWP platforms such as Windows 10 S, Polaris, Xbox One - https://github.com/gfx-rs/gfx - https://github.com/gfx-rs/portability Efficiently running Dota 2 on Mac – working to increase conformance coverage https://gfx-rs.github.io/2018/08/10/dota2-macos-performance.html C Apps and Libs

Rust Apps and Libs Warden Test framework Portability (C API) WebRender WebGPU gfx-HAL (Rust 3D API) Secondary Backends

© Copyright Khronos™ Group 2018 - Page 14 OpenGL and OpenGL ES

January 2018 June 2018 OpenGL 4.6 conformance test suite OpenGL ES CTS 3.2.5.0 released in open source released in open source Intel and NVIDIA released conformant Raises the quality bar for OpenGL OpenGL 4.6 drivers 3.2 implementations OpenGL ES still the most prevalent April 2018 3D API (billions of units!) More conformant products added OpenGL 4.6.0.1 CTS bugfix update OpenGL ES 3.2 adoption increasing released in April

Working Group Meetings Merged under one Chairperson for Improved Efficiency 13.9% 30.6% GLSL and ESSL specs merged and migrated from LibreOffice to AsciiDoctor to improve maintainability and reduce divergence OpenGL 4.6, OpenGL ES 3.2, GLSL 4.60 and ESSL 3.20 specs June 2018 Lots of bug fixes - many leveraged from open GitHub projects 23.8% 31.7%

Google data – July 2018

© Copyright Khronos™ Group 2018 - Page 15 OpenGL ES and WebGL Evolution

Pervasive OpenGL ES 2.0 OpenGL and OpenGL ES ships on Desktop Graphics every desktop and mobile OS Textures: NPOT, 3D, Depth, Arrays, Int/float 3D on the Web is enabled! Objects: Query, Sync, Samplers Seamless Cubemaps, Integer vertex attributes Advanced Graphics Mobile Graphics Multiple Render Targets, Instanced rendering Tessellation and geometry shaders Programmable Vertex Transform feedback, Uniform blocks ASTC Texture Compression and Fragment shaders Vertex array objects, GLSL ES 3.0 shaders Compute Shaders Floating point render targets Debug and robustness for security

2007 2012 2014 20162015 OpenGL ES 2.0 OpenGL ES 3.0 OpenGL ES 3.1 OpenGL ES 3.2 Compute Shaders WebGL 2.0 Compute Context 4 years Multiview extension 2011 Work in WebGL 1.0 Progress 5 years March 2017 Conformance Testing is vital for Cross-Platform Reliability WebGL 2.0 WebGL 2.0 conformance tests are very thorough 10x more tests than WebGL 1.0 tests

© Copyright Khronos™ Group 2018 - Page 16 WebGL Momentum – WebGL 2.0 is Here! 93.26% Globally

http://caniuse.com/#feat=webgl 62.85% Globally

WebGL 2.0 brings Desktop-class graphics to the Web The time to create a new class of Web-based 3D Apps is now!

© Copyright Khronos™ Group 2018 - Page 17 glTF – Cross-Platform 3D Asset Transmission

glTF spec development on open GitHub – get involved! https://github.com/KhronosGroup/glTF

Compact to Transmit Simple and Fast to Load Describes Full Scenes Runtime Neutral Open and Extensible glTF 2.0 – June 2017 Efficient, reliable transmission glTF 1.0 – December 2015 Native AND Web APIs Bring 3D assets into 1000s of apps Primarily for WebGL Physically Based Rendering and engines - NOT an Uses GLSL for materials Metallic-Roughness and Specular-Glossiness Authoring Interchange Format

© Copyright Khronos™ Group 2018 - Page 18 glTF Ecosystem Repositories Creation Tools

Discover

Windows Mixed Sony 3D Creator Create Experience Reality Home Oculus

Modo Paint 3D Drive Demand

Mixed Reality 3D Builder Viewer Prep for 3D printing Collada2gltf -vscode FBX2glTF

glTF-validator glTF-asset-generator Apps and Engines Users © Copyright Khronos™ Group 2018 - Page 19 glTF Recent Highlights

Microsoft makes glTF files as pervasively usable as JPGs in Windows 10 Open sources entire glTF SDK! https://github.com/Microsoft/glTF-SDK

Adds glTF to StemCell - 60K+ 3D artists and 700K 3D models https://www.khronos.org/blog/turbosquid-adds-gltf-to-supported-formats-for-its-stemcell-initiative

Supports drag and drop of glTF models to your feed https://developers.facebook.com/blog/post/2018/02/20/3d-posts-facebook/

Over 150K royalty-free glTF models https://sketchfab.com/features/gltf Dimension generates glTF for delivery of 3D marketing assets https://www.khronos.org/assets/uploads/developers/library/2018-gdc--and-gltf/glTF-Adobe-Dimension-GDC_Mar18.pdf

Integrating glTF into HUBS Web VR Meeting Space https://www.roadtovr.com/mozillas-hubs-one-click-vr-meeting-space-ive-waiting/

3D Tiles community standard proposal references glTF for streaming 3D geospatial datasets http://www.opengeospatial.org/pressroom/pressreleases/2829

Import of glTF into AR Core apps via the Google Sceneform Tools plugin Draco Mesh Compression Technology Contributed as an extension https://www.khronos.org/news/press/khronos-announces-gltf-geometry-compression-extension-google-draco

© Copyright Khronos™ Group 2018 - Page 20 glTF Roadmap • glTF manages its roadmap very carefully – complexity is the enemy - Mission #1: ensure widespread, consistent, reliable usage • Rollout new functionality first as extensions: e.g. Draco Mesh Compression - Open source encoders and decoders are available - Extension is now shipping in more and more tools and engines • New extensions… - Texture transform (for texture atlases) has shipped, Unlit Materials is close..

Domain-specific Extensions stay as Stable extensions Core Mesh Spec New widely needed Compression functionality ships Ratios first as extensions

Integrate extensions into new core spec only when: 1) Widespread need is confirmed by the industry 2) Widespread reliable implementation is enabled (e.g. open source) © Copyright Khronos™ Group 2018 - Page 21 Texture Transmission Extension in Progress

.js, C++, GLSL/HLSL open source transcoders convert Encoding decoupled from data on-the-fly. GPU target device. Progressive Decode – stream Texture One encode pass per only up to desired Original texture asset quality/resolution per target TextureOriginal Original Universal AssetsTexture Encode and Transcode GPU AssetsTexture Supercompress Texture to GPU formats Texture Assets Assets

Transcodable, supercompressed textures for efficient transmission GPU 25% size of the equivalent native GPU encoding. Texture Rate-distortion optimization (RDO) for fine-grain control over quality vs bitrate. Optional LZ/ANS lossless codec stage for maximized compression efficiency. Transcode to a format that Support for both low precision and high-precision transcoding modes to support the full is natively GPU-accelerated range of industry standard GPU formats on platform: BC1-5, ETC1/2, ASTC, BC6H/7, PVRTC Extension in design - welcome industry feedback https://github.com/KhronosGroup/glTF-Texture-Transmission-Tools

© Copyright Khronos™ Group 2018 - Page 22 OpenXR – Solving VR/AR Fragmentation

VR AR VR AR VR AR VR AR App App App App App App App App 1 2 3 4 1 2 3 4

Proprietary Proprietary WebXR Engine WebXR Engine

Application Interface

Device Integration Layer

VR VR VR VR VR VR VR VR VR VR Device Device Device Device Device Device Device Device Device Device 1 2 3 4 5 1 2 3 4 5 Before OpenXR After OpenXR XR Market Wide interoperability of Fragmentation XR apps and devices

© Copyright Khronos™ Group 2018 - Page 23 Companies Publicly Supporting OpenXR

OpenXR is a collaborative design 1) For cross-platform XR portability – VR in V1.0, then add AR 2) Integrating many lessons from proprietary ‘first-generation’ API designs

© Copyright Khronos™ Group 2018 - Page 24 OpenXR Development Process

Call for Participation / Exploratory Group Formation Fall F2F, October 2016: Korea

Statement of Work / Working Group Formation Winter F2F, January 2017: Vancouver

Specification Work Spring F2F, April 2017: Amsterdam Much more detailed specification Interim F2F, July 2017: Washington overview and GDC session videos: https://www.khronos.org/developers/library/2018-gdc Defining the MVP Fall F2F, September 2017: Chicago

Resolving Implementation Issues Winterim F2F, November 2017: Washington Winter F2F, January 2018: Taipei

First Public Information GDC, March 2018 Multiple implementations Underway! Present Day First Public Demonstrations! Final specification will incorporate SIGGRAPH, August 2018 Coming Soon implementation feedback Release Provisional Specification

Conformance Tests and Finalize Feedback Adopters Program Implementations

Ratify and release Final Specification and Enable Conformant Implementations to Ship

© Copyright Khronos™ Group 2018 - Page 25 Epic ‘Showdown’ VR Demo at SIGGRAPH

Demo runs portably across StarVR and Microsoft Windows Mixed Reality headsets through the OpenXR APIs via an Unreal Engine 4 plugin

© Copyright Khronos™ Group 2018 - Page 26 Input and Haptics • Input uses abstracted Input Actions

- E.g. “Move,” “Jump,” “Teleport” /user/hand/left/input/trigger/click (/devices/ControllerCorp/fancy_controller/ • Many advantages input/trigger/click) - Existing content can easily use new devices OpenXR Runtime - Mix-and-match multiple input .../input/button_a/click Explode sources to create a unified UI .../input/trigger/click Teleport .../input/grip/value SpawnKittens - Easy optional feature support (e.g. … eye and body tracking) - Future-proofing for innovation in input devices and form factors XrAction: “Teleport”

© Copyright Khronos™ Group 2018 - Page 27 OpenXR Viewport Configurations • Applications can: - Query for runtime supported Viewport Configurations - Applications can then set the Viewport Configurations that they plan to use - Select and change their active configuration over the lifetime of the session

Camera Passthrough AR Stereoscopic VR / AR Projection CAVE-like

Photo Credit: Dave Pape One Viewport Two Viewports (one per eye) Twelve Viewports (six per eye)

/viewport_configuration/ar_mono/magic_window /viewport_configuration/vr/hmd /viewport_configuration/vr_cube/cave_vr

© Copyright Khronos™ Group 2018 - Page 28 Layered XR Ecosystems

Native XR Apps Web XR Apps Future versions of OpenXR will include cross-platform extended AR functionality Vision and WebXR Inferencing libraries and 3D Engines run-times System-exposed AR Capabilities 3D Engines Close ongoing collaboration between WebXR and OpenXR

Khronos providing the foundation for 3D and XR in the Web

© Copyright Khronos™ Group 2018 - Page 29 Neural Network Workflow

Applications Using Embedded Vision and Inferencing WinML Framework Specific Neural Net Training Formats NeuralNeural Net Net Training Training Neural FrameworksNet Training Trained Compilation Vision and Neural Net FrameworksFrameworks and Authoring interchange Frameworks Networks Optimization Inferencing Runtimes

Embedded Deployment

CPU CPU GPU Desktop and GPU CPU Cloud Hardware FPGA DSP

Diverse Inferencing Custom cuDNN MIOpen clDNN TPU Acceleration Hardware Hardware

Training = Desktop / Cloud Deployment on Embedded Devices

© Copyright Khronos™ Group 2018 - Page 30 NNEF Ecosystem NNEF = Neural Network Exchange Format

TensorFlow NNEF V1.0 released at SIGGRAPH!! Live and Caffe After positive industry feedback on Provisional specification Exporters Imminent released in December 2017

TensorFlow Syntax and Caffe2 Parser/ Importer / Validator Exporters Files Comparing Neural Network Exchange Industry Initiatives Google OpenVX NNAPI Ingestion & Convertor Execution

Defined Specification Open Source Project NNEF open source projects hosted on Khronos NNEF GitHub repository Apache 2.0 license Stability for hardware deployment Software stack flexibility https://github.com/KhronosGroup/NNEF-Tools Multi-company Governance Initiated by Facebook

Flexible Precision 32-bit Floating Point only

Flat and Compound Ops Flat Ops Only

© Copyright Khronos™ Group 2018 - Page 31 OpenVX Vision Engines Wide range of vision hardware architectures Middleware OpenVX provides a high-level Graph-based abstraction -> Applications Enables Graph-level optimizations! Can be implemented on almost any hardware or processor! -> Portable, Efficient Vision Processing! Software GPU Portability DSP Hardware X100 Dedicated Hardware Vision DSPs X10 Vision GPU Node Compute Vision Vision Node Node Multi-core Vision CPU Node Power Efficiency Power X1 Computation Flexibility Vision Processing Graph

© Copyright Khronos™ Group 2018 - Page 32 OpenVX Evolution

Conformant Conformant Implementations Implementations

New Functionality Conditional node execution Feature detection Classification operators Expanded imaging operations OpenVX Roadmap under Development Extensions Neural Network Acceleration Graph Save and Restore NNEF Import 16-bit image operation New Functionality Programmable user Expanded Nodes Functionality kernels with Enhanced Graph Framework Safety Critical accelerator offload OpenVX 1.1 SC for AMD OpenVX Tools safety-certifiable systems - Open source, highly optimized for x86 CPU and OpenCL for GPU - “Graph Optimizer” - Scripting for rapid prototyping, without re-compiling, at OpenVX 1.2 production performance levels http://gpuopen.com/compute-product/amd-openvx/ Spec released May 2017 OpenVX 1.1 Adopters Program November 2017 OpenVX 1.0 Spec released May 2016 Spec released October 2014

© Copyright Khronos™ Group 2018 - Page 33 OpenVX NNEF Import • Convolution Neural Network topologies can be represented as OpenVX graphs - Can also combine traditional vision and neural network operations • OpenVX Neural Network Extension - Defines OpenVX nodes to represent many common NN layer types - Layer types include convolution, activation, pooling, fully-connected, soft-max - Defines multi-dimensional tensors objects to connect layers • Kernel Import Extension - Enables loading of external program representations into OpenVX graphs

Vision Node Downstream Native Vision Vision Camera Application Node Node Control CNN Nodes Processing

An OpenVX graph mixing CNN nodes with traditional vision nodes NNEF importer converts NNEF representation into OpenVX Graphs using Kernel Import Extension

© Copyright Khronos™ Group 2018 - Page 34 OpenVX / OpenCL Interop Extension

Application OpenVX user-kernels can access command queue and cl_mem objects Fully asynchronous host- to asynchronously schedule OpenCL device operations during kernel execution data exchange

Copy or export OpenVX data objects cl_mem buffers into cl_mem buffers OpenVX data objects

OpenCL Command Queue

Runtime Runtime

Map or copy OpenVX data objects into cl_mem buffers

Enables custom OpenCL acceleration to be used within OpenVX User Kernels

© Copyright Khronos™ Group 2018 - Page 35 OpenCL Ecosystem Roadmap

OpenCL has an active Bringing Heterogeneous compute to standard ISO C++ three track roadmap Khronos hosting C++17 Parallel STL C++20 Parallel STL with Ranges Proposal

SYCL 1.2 SYCL 1.2.1 C++11 Single source C++11 Single source Processor Deployment programming programming Flexibility Parallel computation across diverse processor architectures

2011 2015 2017 OpenCL 1.2 OpenCL 2.1 OpenCL 2.2 OpenCL C Kernel SPIR-V in Core C++ Kernel Language Kernel Deployment Language Flexibility Execute OpenCL C kernels on Vulkan GPU runtimes

© Copyright Khronos™ Group 2018 - Page 36 SYCL Single Source C++ Parallel Programming • SYCL 1.2.1 Adopters Program released in July 2018 with open source conformance tests - https://www.khronos.org/news/press/khronos-releases-conformance-test-suite-for--1.2.1 • Multiple Implémentations shipping: triSYCL, ComputeCpp, ComputeCpp SDK - http://sycl.tech • SYCL 2.2 Provisional Specification Released Single application source C++ templates and lambda file using STANDARD C++ functions separate host & device code

C++ Kernel Fusion gives better performance on complex apps and libs than hand-coding: SYCLBLAS, SYCL Eigen, SYCL TensorFlow, SYCL DNN, SYCL GTX, VisionCpp …

Accelerated code passed into device OpenCL compilers

© Copyright Khronos™ Group 2018 - Page 37 Bringing OpenCL Compute to Vulkan • Experimental Clspv Compiler from Google, Adobe and Codeplay - Compiles OpenCL C to Vulkan’s SPIR-V execution environment Successfully tested on over 200K lines of Adobe OpenCL C production code - Open source - tracks top-of-tree LLVM and clang, not a fork

Layering and cross- compilation is making Vulkan a OpenCL C OpenCL Universally Portable API for Source Host Code Graphics AND Compute

Prototype open Clspv Run-time Possible source project Compiler API Translator future https://github.com/google/clspv project – if interest Runtime Increasing deployment options for OpenCL kernel developers e.g. Vulkan is a supported API on Android

© Copyright Khronos™ Group 2018 - Page 38 Refining clspv with Diverse Workloads

Public test kernel repository so Compile diverse OpenCL C developers can upload kernels to be used kernel workloads in long-term perf/regression testing https://github.com/KhronosGroup/OpenCL-Sample-Kernels

Efficient mapping to Interesting domains to explore include Vulkan SPIR-V? existing OpenCL compute libraries - including vision and inferencing

Updates to open source achieve efficient mapping?

Vulkan is already expanding its compute Propose updates to Vulkan model e.g. 16-bit storage, Variable programming model Pointers, Subgroups. Compact memory types and operations coming

© Copyright Khronos™ Group 2018 - Page 39 SPIR-V Ecosystem

• Khronos defined cross-API IR GLSL HLSL • Native graphics and parallel compute

Third party kernel and • Stable specification to complement shader languages glslang DXC MSL LLVM Open Source Project

HLSL SPIRV-Cross OpenCL C OpenCL C++ SYCL GLSL Front-end Front-end Front-end

SPIR-V (Dis)Assembler

SPIR-V Validator LLVM LLVM to SPIR-V Bi-directional Khronos cooperating with SPIRV-opt | SPIRV-remap Translators Clang/LLVM Community

Optimization Khronos-hosted Tools Open Source Projects https://github.com/KhronosGroup/SPIRV-Tools

IHV Driver Runtimes

© Copyright Khronos™ Group 2018 - Page 40 OpenCL Next - Feature Set Flexibility • Defining OpenCL features that become optional for enhanced deployment flexibility - API and language features e.g. floating point precisions • Feature Sets avoid fragmentation - Defined to suit specific markets – e.g. desktop, enbedded vision and inferencing • Implementations are conformant if fully support feature set functionality

OpenCL 2.2 Functionality = queryable, optional feature

Industry-defined Feature Set Khronos-defined Khronos-defined OpenCL 2.2 Full Profile OpenCL 1.2 Full Profile Feature Set Feature Set

© Copyright Khronos™ Group 2018 - Page 41 Khronos Education Forum • Supporting educators to teach Khronos technologies - A common platform on which to openly share and discuss course materials - Khronos will manage an Open Educational Resource hub - https://www.khronos.org/education • Feedback on materials from the related Khronos Working Groups - Direct contact with the designers of the standards • Any educator is welcome to get involved! - Just send an email to [email protected] - Name, institution, and the Khronos standards you want to teach

© Copyright Khronos™ Group 2018 - Page 42 © Copyright Khronos™ Group 2018 - Page 43