tinyrenderer
Vulkan
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tinyrenderer | Vulkan | |
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61 | 70 | |
19,346 | 9,710 | |
- | - | |
0.0 | 9.3 | |
6 months ago | 3 days ago | |
C++ | GLSL | |
GNU General Public License v3.0 or later | MIT License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
tinyrenderer
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How to Become a Software Engineer ?
C++: How OpenGL works: software rendering in 500 lines of code
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From scratch OpenGL and shaders with raw Xlib
I don’t think that exists (I sure would like for it to), but until it does you could amuse yourself with:
- A 500-line (non-OpenGL-compatible) 3D rasterizer: https://github.com/ssloy/tinyrenderer/wiki.
- A “hello Wayland” app written in C without libwayland or anything else: https://gaultier.github.io/blog/wayland_from_scratch.html.
- A “hello X11” app written in x86-64 assembly(!) without libX11, libxcb, or anything else: https://gaultier.github.io/blog/x11_x64.html.
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Tiny Compiler – Writing a Compiler in a Weekend
the tinyrenderer[1] project has been on my todos forever now. glad to see the author is writing more self-paced programming projects.
[1]: https://github.com/ssloy/tinyrenderer
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Is there space in this field for extreme cases like mine ?
- Game development - Unity3D project based learning in C#: https://learn.unity.com/ - Graphics - There was another user on r/GraphicsProgramming the other day (who teaches Computer Graphics at his university) that linked their lecture series for the entry year of their course here: https://tamats.com/learn/realtime-graphics/ - Project based learning: https://github.com/ssloy/tinyrenderer/wiki - Rendering API tutorials: https://vulkan-tutorial.com/, https://learnopengl.com/
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How do I become a graphics programmer? – A guide from AMD Game Engineering team
There are a couple of excellent resources out there for implementing 3D rendering from scratch.
On that I cannot recommend enough is this github repo:
https://github.com/ssloy/tinyrenderer/wiki/Lesson-0:-getting...
If you are more of a visual learner, this guy is also a treasure trove:
https://www.youtube.com/watch?v=ih20l3pJoeU
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Ask HN: What books or courses do you know similar to "From Nand to Tetris"?
Other people have mentioned ray-tracing in one weekend
If anyone is really interested in graphics I would also recommend TinyRenderer
https://github.com/ssloy/tinyrenderer/wiki
This one is a CPU-based rasterizing renderer
Its good if you want to get a good understanding of what a GPU does underneath
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Trying to learn wgpu
I was in a similar position to you, and I first did this https://github.com/ssloy/tinyrenderer/wiki
- Where do I start learning graphics programming?
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Recommendation for graphics experimentation project
Yes, my thoughts exactly, shader!=program on GPU. It's just a code which calculates pixel color or pixel position. See for example this: https://github.com/ssloy/tinyrenderer/blob/master/main.cpp. It's not GLSL or anything uploadable to GPU yet it's still a shader.
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I have a few months to prepare for an interview. Is there a project that would get me at least part of the way there for the interview?
In terms of a project which would be worthwhile, I think building a software rasterizer from scratch is a useful first step. TinyRenderer is a great place to start. Looking at the high level overview of many graphics subjects, ScratchAPixel is a valuable resource. Theres also just great information in some of the rote graphics programming textbooks (Michael Abrash's Black Book fully available online from Jason Gregory, and this book is really interesting). The "RayTracer in a weekend" series is also (seemingly) very illuminating (no pun intended).
Vulkan
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Usages for vkCreateHeadlessSurfaceEXT
Samples in https://github.com/SaschaWillems/Vulkan have shown how to use vkCreateHeadlessSurfaceEXT. But these headless samples crash at acquireNextImage from the swapchain. Now I guess the problem lies in the vulkan-wsi-layer.
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offscreen rendering vs render to texture
This is the reference I used. https://github.com/SaschaWillems/Vulkan/blob/master/examples/hdr/hdr.cpp
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Question about descriptor buffers.
Hi, I'm messing with descriptor buffers but I've came across certain issues I can't seem to solve. I'm using this tutorial as reference. I've tried UBOs and SSBOs, it works perfectly and there is no need to change the buffers offsets when recording a command buffer because I can access them by index like this:
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Need help learning descriptor sets
Hi I am trying to learn Vulkan for an upcoming project and I have so far found everything to be straight forward if very verbose. I have now come to descriptor sets, layout bindings and the so forth and it's got more confusing than I can work out. I have been following this github repo for a headless compute example and it works fine as it is. But when I tried to add an additional storage buffer to the test shader than it comes with I am unable to copy the data over instead just getting a whole collection of 0's.
- Sascha Willems bloom example dependency management
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Vulkan ray tracer with fog and stuff
P.S. do you know of Sascha Willems’ code? https://github.com/SaschaWillems/Vulkan
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Proper way to access a read-only texture that has no sampler from an hlsl compute shader?
BTW, this problem can be reproduced as described below: - clone https://github.com/SaschaWillems/Vulkan.git - build the project and run it with arguments : -v - s hlsl to enable the validation layer and to use hlsl code - run ComputeShader project. The following validation error "Type mismatch on descriptor slot ..." will be shown in the console. - to fix it, as suggested above, you can replace the 3rd line of emboss.comp, sharpen.comp, and edgedetect.comp from: Texture2D inputImage : register(t0); //Creates validation errors to RWTexture2D inputImage : register(u0); //no validation errors (you'll then need to recompile the shaders to spv with a proper hlsl compiler such as Microsoft dxc)
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Recommendations on how to start a small Vulkan project
Another way I saw some projects start was by using example base classes (either Sascha Willems' implementations or the framework used by Khronos Samples).
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I've been working on a real-time ray tracing renderer
It's not a tutorial but I'd recommend Sascha Willems examples. A good next step could be adding models and shadows (see https://github.com/SaschaWillems/Vulkan/tree/master/examples/raytracingshadows). It's a single file but you can easily understand what each function does.
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Add a second texture to Sascha Willems glftLoading app
Exactly as u/aerorang said. I recommend comparing your linked example with Sascha's gtTF Scene rendering example where he adds a normal map along with the base albedo texture. He also marked important parts of the code with the POI keyword, so you can search for them in the code.
What are some alternatives?
sokol - minimal cross-platform standalone C headers
vulkano - Safe and rich Rust wrapper around the Vulkan API
raylib - A simple and easy-to-use library to enjoy videogames programming
vulkan-guide - Introductory guide to vulkan.
BodySlide-and-Outfit-Studio - BodySlide and Outfit Studio, a tool to convert, create, and customize outfits and bodies for Bethesda games.
vk-bootstrap - Vulkan Bootstrapping Iibrary
deko3d - Homebrew low level graphics API for Nintendo Switch (Nvidia Tegra X1)
msdf-atlas-gen - MSDF font atlas generator
Pangolin - Pangolin is a lightweight portable rapid development library for managing OpenGL display / interaction and abstracting video input.
Vulkan-Samples - One stop solution for all Vulkan samples
3d-game-shaders-for-beginners - 🎮 A step-by-step guide to implementing SSAO, depth of field, lighting, normal mapping, and more for your 3D game.
Vulkan-Guide - One stop shop for getting started with the Vulkan API