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Software Engineering Daily

The Vulkan Graphics API with Tom Olson and Ralph Potter

Software Engineering Daily

Software Engineering Daily

Technology, News, Tech News

4.2653 Ratings

🗓️ 19 December 2024

⏱️ 52 minutes

🧾️ Download transcript

Summary

Vulkan is a low-level graphics API designed to provide developers with more direct control over the GPU, reducing overhead and enabling high performance in applications like games, simulations, and visualizations. It addresses the inefficiencies of older APIs like OpenGL and Direct3D and helps solve issues with cross-platform compatibility. Tom Olson is a Distinguished Engineer at

Transcript

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0:00.0

Vulcan is a low-level graphics API designed to provide developers with more direct control over the GPU,

0:07.0

reducing overhead and enabling high-performance in applications like games, simulations, and visualizations.

0:13.0

It addresses the inefficiencies of older APIs like OpenGL and Direct 3D, and help solve issues with cross-platform compatibility.

0:22.5

Tom Olson is a distinguished engineer at Arm, and Ralph Potter is the lead chrono-standards

0:27.7

engineer at Samsung. Tom and Ralph are also the outgoing and incoming chairs of the Vulcan

0:32.9

working group. They joined the podcast to talk about earlier graphics APIs, what motivated the creation

0:39.4

of Vulcan, modern GPUs, and more. Joe Nash is a developer, educator, and award-winning

0:46.3

community builder, who has worked at companies including GitHub, Twilio, Unity, and PayPal.

0:52.7

Joe got a start in software development by creating mods and running servers for Gary's mod.

0:57.5

And game development remains his favorite way to experience and explore new technologies and concepts. Welcome to the show. Thank you so much for joining me today. How are you doing?

1:19.4

Hi, Joe. Doing good. This is Tom Olson, by the way. Awesome. Perfect. How about you, Ralph?

1:25.6

Hi, Joe. Yeah, I'm doing good. Thank you for having us both.

1:29.3

Awesome.

1:30.3

So to kick us off, you know, I introduced you both there as the chairs of the Kronos Working

1:34.3

Group.

1:35.3

There's a bit more to both of your stories.

1:36.3

Tom, do you want to kick us off by introducing yourself and how you came to be working

1:40.3

on Vulcan?

1:41.3

Sure. So I work for ARM, which is known as a CPU company, but we do also make

1:45.2

GPUs, the Mali GPU family. And I've been a professional graphic standards committee chair

1:51.9

for the past 18 years. It's a bit horrible. I started chairing the OpenGLES standard, which some

1:58.6

folks may have heard of, the mobile version of OpenGL.

...

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