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Because not everyone doing 3D graphics is implementing AAA rendering engines on RTX cards.

The ANARI effort was born exactly because the visualisation industry refusal to adopt Vulkan as is.





Looking at the ANARI spec and SDK it looks pretty much like a typical C API to me, implementing an old-school scene-graph system. What am I missing - e.g. what makes it specifically well suited for non-C languages? :)

If anything it looks more like an admission by Khronos that Vulkan wasn't such a great idea (but a 3D API that's based on scene graphs isn't either, so I'm not sure what's so great about ANARI tbh).


Python is part of ANARI value proposal, and the standard takes this into account.

https://github.com/KhronosGroup/ANARI-SDK/tree/next_release/...


At first blush it looks like it supports writing C in Python more than going along the grain of the managed nature:

  status_handle = ffi.new_handle(anari_status) #something needs to keep this handle alive
(from https://github.com/KhronosGroup/ANARI-SDK/blob/next_release/...)



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