Presenter: Patrick Cozzi, Michael Rubloff, Jason Sobotka, Cedric Guillemet, AJ Chavar, Nemanja Bartolovic, Christoph Lassner, Nick Schneider, Tamrat Belayneh
Presenter: Patrick Cozzi, Michael Rubloff, Jason Sobotka, Cedric Guillemet, AJ Chavar, Nemanja Bartolovic, Christoph Lassner, Nick Schneider, Tamrat Belayneh
Presenter: Ken Russell, Kai Ninomiya, Stephen White, Pawel Misiurski
Now in its 52nd year, the SIGGRAPH conference remains home to a global community of computer graphics and interactive techniques enthusiasts whose collaboration and storytelling shape our trajectory toward a better future. Khronos standards are fundamental to many of the technologies on display at SIGGRAPH, and the following Khronos related presentations and events at SIGGRAPH 2025 are listed below*.
To help us with our planning we would appreciate it if you could register for Khronos @ SIGGRAPH 2025 to let us know which sessions or social events you plan to attend. You will also require a SIGGRAPH registration to attend the SIGGRAPH sessions that are taking place at the Vancouver Convention Centre.
Description: In this talk, we’ll share our experience working with Vulkan bindless techniques and ray tracing on Android smartphones, overcoming hardware constraints, driver issues, and other mobile platform limitations along the way. We'll also present a performance comparison across several Android devices available in 2025.
Presenters
Sergey Kosarevsky (Reality Labs, Meta)
Roman Kuznetsov (Reality Labs, Meta)
Alexey Medvedev (Reality Labs, Meta)
Introduction to Slang: The Next Generation Shading Language
Sunday August 10 | 4:00pm - 5:30pm PDT | SIGGRAPH LAB
Location: Vancouver Convention Centre, West Building, Rooms 121-122
Registration: A SIGGRAPH registration IS required to attend this session. Limited seating. Space will be allocated on a first come, first served basis.
View SIGGRAPH Listing
*This session was not recorded
Description: This hands-on lab introduces Slang, an open-source, open governance shading language hosted by Khronos that simplifies graphics development across platforms. Designed to tackle the growing complexity of shader code, Slang offers modern programming constructs while maintaining top performance on current GPUs. Participants will get practical experience with Slang’s standout features: a module system that streamlines code organization, generics and interfaces that eliminate preprocessor headaches, and cross-platform capabilities for write-once, run-anywhere development. We’ll cover integrating Slang with industry tools like Renderdoc and VSCode, and demonstrate converting existing GLSL and HLSL code to Slang. We’ll also briefly introduce advanced features like automatic differentiation and bindless capabilities. Whether you’re developing games, working in visualization, or researching new rendering techniques, you’ll gain practical skills to immediately improve your graphics workflow and prepare for next-generation rendering challenges.
Presenters
Nia Bickford, Chris Hebert, and Tristan Lorach, NVIDIA
Khronos Fast Forward
Monday, August 11 | 10:00am - 11:30 am PDT | BOF
Location: Vancouver Convention Centre, East Building, Room 15
Registration: Let us know you're coming by also registering for: Khronos @ SIGGRAPH 2025. A SIGGRAPH registration IS required to attend this BOF. View SIGGRAPH Listing
Description: Developers everywhere rely on Khronos open standards for cross-platform, high-performance 3D graphics, AR/VR, parallel computation, vision processing, machine learning acceleration and more. Khronos is a member-funded consortium that any organization can join. Come and hear the very latest updates from the Khronos working groups that are creating the standards to enable your next application or project!
Topics - Presenters
Fast Forward introduction - Neil Trevett (Khronos Group President / NVIDIA)
OpenXR Update - Denny Rönngren (Varjo)
Vulkan update - Ralph Potter (Vulkan Working Group Chair / Samsung)
ANARI update - Bill Sherman (NIST)
WebGL update - Ken Russell (WebGL Working Group Chair / Google)
glTF and 3D Commerce update - Leonard Daly (Khronos)
Slang shading language update - Shannon Woods (Slang Working Group Chair / NVIDIA)
glTF: Innovations in 3D Content Delivery and Use
Monday, August 11 | 12:00am - 1:30pm PDT | BOF
Location: Vancouver Convention Centre, East Building, Room 15
Registration: Let us know you're coming by also registering for: Khronos @ SIGGRAPH 2025. A SIGGRAPH registration IS required to attend this BOF. View SIGGRAPH listing
*This session was not recorded
Description: Get an in-depth look at how glTF is evolving to enable richer, more realistic textures and new interactive applications, including metaverse and gaming use cases. This session will kick off with an update on the latest advancements in Physically Based Rendering (PBR), including new PBR extensions and improvements to the Khronos sample viewer. Next, join in a series of talks and discussions on emerging glTF capabilities, including new extensions that allow content creators to bake interactivity directly into a glTF model; support for VRM avatar functionality within glTF; and paradigms for adding real-time media to glTF with MPEG-I scene description and assembling multiple glTF assets into a single complex scene. We will cap off with a real-world case study from Blender Studio leveraging an open-source pipeline based on glTF to produce the papercraft game Project Dogwalk. Join the conversation to ask questions, share feedback, and help shape the direction of the glTF ecosystem.
Topics - Presenters
Introduction - Neil Trevett (NVIDIA/ Khronos Group President)
Khronos PBR: Updates, new extensions, sample viewer - Ed Mackey (AGI)
glTF Interactivity and Physics - A Deep Dive - Preetish Kakkar (Adobe)
glTF for VRM & Avatars - Ken Jakubzak (Meta)
Physics and glX - Leonard Daly (Khronos/ Daly Realism)
MPEG-I Scene Description: Adding real-time media to glTF - Imed Bouazizi (Qualcomm)
Townhall: Gaussian Splatting: Ready for Standardization?
Tuesday, August 12 | 10:45am - 12:15pm PDT | Frontiers Workshop
Location: Vancouver Convention Centre, East Building, Room 8
Registration: A SIGGRAPH registration IS required to attend this session View SIGGRAPH listing
Description: Gaussian splats are a rapidly emerging method for the fast and efficient creation of photorealistic 3D visualizations and are particularly suitable for real-time applications. Today, a growing number of software solutions support the capture, visualization, editing, and compression of Gaussian splats. However, as different companies and organizations adopt varying formats, the risk of ecosystem fragmentation and a lack of interoperability becomes a real possibility. However, timing is everything in standardization. Premature efforts risk stifling innovation, while waiting too long can lead to fragmented proprietary technologies. The sweet spot is when a technology’s utility is proven, and the absence of standards starts to hinder adoption and growth. By fostering collaboration among users, tool developers, and engine vendors, this workshop seeks to discuss the state of current technologies, formats, and use cases to guide the evolution of Gaussian splat interoperability and help remove pain points, drive adoption and prevent fragmentation.
Session Chairs
Neil Trevett, The Khronos Group and NVIDIA (Co-chair)
Patrick Cozzi, Cesium / Bentley Systems (Co-chair)
Agenda
Welcome and Introductions, Neil Trevett & Patrick Cozzi
Foundations: The State of Gaussian Splats - Michael Rubloff (Radiance Fields)
Bringing 3D Gaussian splats into glTF for GIS - Jason Sobotka/Tamrat Belayneh (Cesium/Esri)
Use Case: Gaussian Splatting with Babylon.js - Cedric Guillemet (Microsoft)
Gaussian Splatting Representations at Meta - Nemanja Bartolovic (Meta)
Gaussian Splatting for Spatial Journalism - AJ Chavar (New York Times)
Dynamic 3D Gaussians with the Forge Renderer - Christoph Lassner (World Labs)
State of 3D Asset Interoperability using USD and glTF
Tuesday, August 12 | 1:30pm - 3:00pm PDT | BOF
Location: Vancouver Convention Centre, East Building, Room 15
Registration: Let us know you're coming by also registering for: Khronos @ SIGGRAPH 2025. A SIGGRAPH registration IS required to attend this BOF. View SIGGRAPH listing
Description:
Updates on alignment of PBR materials, physics extensions, roundtripping between glTF and USD, interactivity, animation, FBX, and new geometric representations.
Intro to the Metaverse Standards Forum, Khronos, and AOUSD and update from the 3D Asset Interoperability using USD and glTF Working Group
glTF, OpenUSD – Tooling Pain Points and FBX Interoperability
PBR Material Interoperability – MaterialX, OpenPBR, USD, and glTF
3D Gaussian Splatting glTF/OpenUSD alignment (glTF extension, proposed USD schema)
Topics - Presenters
Neil Trevett (Khronos, Metaverse Standards Forum and NVIDIA)
Guy Martin (NVIDIA and AOUSD)
Henrik Edstrom (Autodesk)
Patrick Cozzi (Bentley Systems and Metaverse Standards Forum)
Amanda Morgan (Bentley Systems)
Nick Porcino (Pixar Animation Studios)
Adam Morris (Bentley Systems)
Tamrat Belayneh (ESRI)
The Future of 3D Graphics on the Web with WebGL and WebGPU
Wednesday, August 13 | 9:00am - 10:00am PDT | BOF
Location: Fairmont Waterfront Hotel, Waterfront Ballroom (lobby level)
Registration: Let us know you're coming by registering for: Khronos @ SIGGRAPH 2025. A SIGGRAPH registration is NOT required for this BOF. View SIGGRAPH Listing
Description: Join us for an exciting session hosted by the Khronos Group on the WebGL and WebGPU APIs. Get the latest news straight from the working groups driving the future of high-performance graphics and compute on the web. We’ll also feature Toucan, an exciting new language that lets developers write GPU-powered apps in a single source file using WebGPU. Join us to discover what’s next for web graphics.
WebGL Overview and Updates - Ken Russell (Google)/
WebGPU Updates - Kai Ninomiya (Google)
An introduction to Toucan for writing GPU-powered apps using WebGPU - Stephen White (Google)
NVIDIA DLI Training: NVIDIA Nsight Graphics in Action: Develop and Debug Modern Ray-Tracing Applications
Description: This lab will immerse students in the architecture of an open source gaussian splat renderer using the Vulkan API, which will serve as the canvas for learning Nsight Graphics for both rasterization and ray tracing pipelines.
Description: This course covers modern Vulkan features, including the latest additions in Vulkan 1.4. Topics include dynamic rendering, synchronization strategies, streamlined subpasses, and bindless techniques. Through practical examples, participants will learn how to implement different rendering techniques.
Presenters:
Sergey Kosarevsky (Reality Labs, Meta)
Mauricio Maurer (Reality Labs, Meta)
Preetish Kakkar (Adobe)
glTF & 3D Commerce: Unlocking New Possibilities for Real-Time 3D
Wednesday, August 13 | 10:00 am - 12:00pm PDT | BOF
Location: Fairmont Waterfront Hotel, Waterfront Ballroom (lobby level)
Registration: A SIGGRAPH registration IS required to attend this session. Limited seating. Space will be allocated on a first come, first served basis.
View SIGGRAPH listing
Description: glTF is evolving beyond its original role as the JPEG of 3D. This session will offer insight into the current and future evolution of the format, including a new membership structure that makes it easier than ever to get involved and show the future of 3D. Learn how to access and use updated tooling; get a high-level update on new and emerging interactivity, physics, and audio extensions; and learn about the role of Gaussian Splatting in the future of 3D Asset Creation. We will explore the newly updated Asset Creation Guidelines 2.0, an essential best practices guide for content creators.
Neil Trevett (Khronos Group/ NVIDIA)
Leonard Daly (Khronos Group/ Daly Realism)
Preetish Kakkar (Interactivity)
Michael Rubloff (Radiance Fields)
NVIDIA DLI Training: Optimize VRAM Management With NVIDIA Nsight Systems
Wednesday, August 13 | 11:00am - 12:00pm PDT | BOF
Location: Vancouver Convention Centre, West Building, Rooms 116-117
Registration: A SIGGRAPH registration IS required to attend this session. Limited seating. Space will be allocated on a first come, first served basis.
View SIGGRAPH listing
*This session was not recorded
Description: This lab will introduce NVIDIA Nsight Systems for game and graphics development. Nsight Systems provides a holistic view of application performance and utilization of resources across both the CPU and GPU. Hands-on lessons will cover topics such as: VRAM usage visualization, the resource migration tracker, the graphics hotspot analysis recipe, and threading analysis using the Vulkan API
Uri Shomroni (NVIDIA)
Exploring ANARI: Making the Future of 3D Rendering Available to Everyone
Wednesday, August 13 | 1:00pm - 1:30pm PDT | BOF
Location: Fairmont Waterfront Hotel, Waterfront Ballroom (lobby level)
Registration: Let us know you're coming by registering for: Khronos @ SIGGRAPH 2025. A SIGGRAPH registration is NOT required for this BOF. View SIGGRAPH listing
Description: ANARI is the industry's first cross-platform API to describe scenes independently of rendering techniques, giving practitioners in domains such as scientific visualization the ability to rapidly access the latest rendering engines without needing to be low-level graphics experts. Join researchers, developers, and industry experts as they share insights on ANARI's capabilities, discuss best practices for ANARI applications, and showcase innovative use cases. Don't miss this chance to understand ANARI's potential for shaping the future of easily accessing scalable and portable 3D rendering.
Exploring ANARI - Bill Sherman (NIST)
NVIDIA DLI Training: NVIDIA Nsight Graphics in Action: Optimize Shaders in Modern Ray-Tracing Applications
Wednesday, August 13 | 1:00pm - 2:55pm PDT | INDUSTRY SESSION
Location: Vancouver Convention Centre, West Building, Rooms 116-117
Registration: A SIGGRAPH registration IS required to attend this session. Limited seating. Space will be allocated on a first come, first served basis. View SIGGRAPH listing
*This session was not recorded
This lab will immerse students in the architecture of an open source gaussian splat renderer using the Vulkan API, which will serve as the canvas for learning Nsight Graphics for both rasterization and ray tracing pipelines. This second session in the series will focus on detailed profiling and optimization of shaders using the GPU Trace Profiler, including coverage of ray-tracing-specific shading bottlenecks.
Aurelio Reis (NVIDIA)
Tristan Lorach (NVIDIA)
Jonathan Litt (NVIDIA)
Di Lu (NVIDIA)
Evolution of OpenXR: Core Specification Updates and Platform Interoperability
Wednesday, August 13 | 01:30 - 2:30pm PDT | BOF
Location: Fairmont Waterfront Hotel, Waterfront Ballroom (lobby level)
Registration: Let us know you're coming by registering for: Khronos @ SIGGRAPH 2025. A SIGGRAPH registration is NOT required for this BOF. View SIGGRAPH listing
Description: OpenXR is the royalty-free open standard from Khronos Group, enabling developers to build once and deploy across diverse AR/VR platforms. This session highlights the latest core specification updates, platform interoperability efforts, and how vendor extensions are integrated while maintaining portability. LunarG will also present GFXReconstruct for OpenXR, a powerful tool for analyzing XR application behavior. Join the OpenXR Working Group for updates, insights, and an open discussion on challenges, best practices, and the future of cross-platform XR development.
Exploring XR with OpenXR - Denny Rönngren (Varjo)
GFXReconstruct for OpenXR - Mark Young (LunarG)
Developing with Slang: Tools, Techniques, and Future Directions
Wednesday, August 13 | 2:30pm - 3:30pm PDT | BOF
Location: Fairmont Waterfront Hotel, Waterfront Ballroom (lobby level)
Registration: Let us know you're coming by registering for: Khronos @ SIGGRAPH 2025. A SIGGRAPH registration is NOT required for this BOF. View SIGGRAPH listing
The Slang shading language and compiler is a proven open-source technology empowering real-time graphics developers with flexible, innovative features that complement existing shading languages, including neural computation inside graphics shaders. Join us for the latest updates from the Slang Working Group and discussions around key shader community topics, including new capabilities and future directions, case studies, tools, and techniques.
Slang shading language update - Shannon Woods (Slang Working Group Chair / NVIDIA)
Khronos ML Council: Accelerating AI with Open Standards and Ecosystem Insights
Wednesday, August 13 | 3:30pm - 4:30pm PDT | BOF
Location: Fairmont Waterfront Hotel, Waterfront Ballroom (lobby level)
Registration: Let us know you're coming by registering for: Khronos @ SIGGRAPH 2025. A SIGGRAPH registration is NOT required for this BOF. View SIGGRAPH Listing
Description: This BOF will unveil key insights from the Khronos AI Ecosystem Research Project, addressing crucial industry trends and identifying gaps in the burgeoning AI landscape for real-time graphics. Discover how Vulkan, as a foundational Khronos standard, is uniquely positioned to provide scalable, portable AI acceleration, enabling cutting-edge use cases like neural shaders, on-device mobile inferencing, and efficient neural graphics pipelines.
We'll share how Khronos is actively shaping open, performant acceleration at the base of the AI stack, leveraging Vulkan's explicit control and low-overhead capabilities. This interactive session is an essential opportunity for AI framework, compiler, and runtime developers, as well as GPU architects and silicon vendors focused on the Vulkan ecosystem, to learn, contribute, and help build a vibrant, cross-platform AI software foundation. Join us to influence the future of AI in interactive 3D!
Topics - Presenters
Markus Tavenrath (NVIDIA)
David Kanter
NVIDIA DLI Training: Optimize VRAM Management With NVIDIA Nsight Systems
Wednesday, August 13 | 4:00pm - 5:00pm PDT | BOF
Location: Vancouver Convention Centre, West Building, Rooms 116-117
Registration: A SIGGRAPH registration IS required to attend this session. Limited seating. Space will be allocated on a first come, first served basis.
View SIGGRAPH listing
*This session was not recorded
Description: This lab will introduce NVIDIA Nsight Systems for game and graphics development. Nsight Systems provides a holistic view of application performance and utilization of resources across both the CPU and GPU. Hands-on lessons will cover topics such as: VRAM usage visualization, the resource migration tracker, the graphics hotspot analysis recipe, and threading analysis using the Vulkan API
Uri Shomroni (NVIDIA)
Forging Forward with Vulkan
Wednesday, August 13 | 4:30pm - 6:00pm PDT | BOF
Location: Fairmont Waterfront Hotel, Waterfront Ballroom (lobby level)
Registration: Let us know you're coming by registering for: Khronos @ SIGGRAPH 2025. A SIGGRAPH registration is NOT required for this BOF. View SIGGRAPH Listing
Description: Join Khronos and the Vulkan community for an open conversation about the latest developments shaping the future of Vulkan. We’ll explore updates to the Vulkan SDK and growing ecosystem support, discuss new tooling and capabilities that are making Vulkan more accessible. We’ll also provide the latest on Vulkan SC, the safety-critical Vulkan designed for automotive, aerospace, and industrial systems. Plus, hear how Vulkan is being integrated into professional design and visualization tools. This is your opportunity to share feedback, ask questions, and help guide the direction of Vulkan’s evolution..
Vulkan Update- Ralph Potter (Vulkan Working Group Chair / Samsung)
Vulkan SDK and Ecosystem Update - Karen Ghavam (LunarG)
Vulkan SC (Safety Critical) Update - Mark Bellamy (Arm)
Vulkan support in VRED and Alias- Henrik Edstrom & Michael Nikelsky (Autodesk)
Khronos Networking Reception
Wednesday, August 13 | 6:00pm - 9:00pm PDT | Khronos Social
Location: Fairmont Waterfront Hotel, Waterfront Ballroom Foyer (lobby level)
Registration: Let us know you're coming by registering for: Khronos @ SIGGRAPH 2025. A SIGGRAPH registration is NOT required for this BOF. View SIGGRAPH Listing
Description: Join the Khronos Group for a networking reception. Meet members, Khronos presenters and enjoy a cold drink and snacks after a long day of sessions. See live demos in action and make some new connections!
Thank you to our Networking Reception sponsors:
An Introduction to Neural Shading
Thursday August 14 | 09:00am - 12:15pm | Course
Location: Vancouver Convention Centre, West Building, Rooms 109-110
Registration: A SIGGRAPH registration IS required to attend this session. Limited seating. Space will be allocated on a first come, first served basis.
View SIGGRAPH Listing
*This session was not recorded
Description: This course teaches the fundamentals of neural shading, wherein traditional graphics algorithms are replaced with simple neural networks. Both theory and practical implementation will be covered, along with hardware acceleration, and production deployment. Follow along with the instructors using interactive samples written in Python & Slang!
Presenters
Nat Duca (NVIDIA)
Yong He (NVIDIA)
Benedikt Bitterli (NVIDIA)
Chris Cumings (NVIDIA)
Alexey Bekin (NVIDIA)
Alexey Panteleef (NVIDIA)
Aaron Lefohn (NVIDIA)
NVIDIA DLI Training: Ray Tracing for XR using OpenXR, VCR and DLSS
Thursday August 14 | 10:45am - 1:00pm | INDUSTRY SESSION
Location: Vancouver Convention Centre, West Building, Rooms 116-117
Registration: A SIGGRAPH registration IS required to attend this session. Limited seating. Space will be allocated on a first come, first served basis.
View SIGGRAPH Listing
*This session was not recorded
Description: In this course, attendees will learn how to create a Vulkan based ray tracing application with OpenXR support. They will then learn how to use VCR for efficient XR app development, and how to utilize DLSS for quality and performance improvements.
Difference to other VK RT: XR support through OpenXR, DLSS, VCR
Presenters
Nico Marniok (NVIDIA)
Patrick Mours (NVIDIA)
Hands-on Vulkan Ray Tracing With Dynamic Rendering
Thursday August 14 | 11:45am - 1:15pm | SIGGRAPH LAB
Location: Vancouver Convention Centre, West Building, Exhibit Hall B
Registration: A SIGGRAPH registration IS required to attend this session. Limited seating. Space will be allocated on a first come, first served basis. View SIGGRAPH Listing
*This session was not recorded
Description: This Lab invites participants to explore how today’s Vulkan ecosystem tools and resources allow everyone to write real-time raytraced effects with far less boilerplate than in the past. Building on a trimmed version of the open-source Khronos Vulkan Tutorial and the vk-bootstrap and Vulkan-RAII[2] helper libraries, we will incrementally assemble a renderer that combines rasterization with ray tracing to implement accurate shadows. The session balances bite-sized coding intervals with short concept discussions, so that every participant leaves with a runnable project and a mental map of where to dig deeper afterward.