Solutions
vulkanizer
Solutions | vulkanizer | |
---|---|---|
2 | 6 | |
42 | 545 | |
- | - | |
0.0 | 0.0 | |
about 1 year ago | 21 days ago | |
C++ | C++ | |
- | MIT License |
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Solutions
vulkanizer
-
Two-Pass Occlusion Culling - Blog Post
You can find its implementation on my GitHub page and you can follow me on Twitter for more graphics related stuff.
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[Part 7] Update of my Vulkan renderer: LODs, Multiple different meshes, Memory Allocator, Render architecture and more
You can follow my progress on Twitter and Git. You can find more screenshots and videos over there.
- [Part 4] Update of my Vulkan toy renderer: Mesh Shader Pipeline, Reversed-Z Depth Buffer, SPIRV-Reflect and many more
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Part 3 update of my new Vulkan toy renderer. More info in comments.
You can follow my journey on Twitter and GitHub.
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Part 2 update of my new toy Vulkan renderer
Part 2 update of my new toy Vulkan renderer: Implemented Programmable Vertex Fetching, Vertex size is significantly smaller now (12 Bytes), Normals use only two 8 bit vector components where the third component gets reconstructed in the shader, Vertex positions and UVs are 2 Bytes in size, started using VK_KHR_push_descriptor which is much nicer to work with compared to traditional descriptor sets. Sebastian Aaltonen gave a very good explanation for Programmable Vertex Fetching. Normals use only two 8 bit vector components where the third component is reconstructed in the shader. You can follow my journey on Twitter and Git.
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I started implementing modern Vulkan renderer
I recently started working on my toy Vulkan renderer. The plan is to implement many modern graphics and Vulkan features along the way. As a starting point I made a single mesh renderer and basic CPU/GPU profiler. You can follow my journey on Twitter and Git.
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