vulkanizer
SoftwareRenderer
vulkanizer | SoftwareRenderer | |
---|---|---|
6 | 3 | |
545 | 583 | |
- | - | |
0.0 | 0.0 | |
22 days ago | over 3 years ago | |
C++ | C++ | |
MIT License | 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.
vulkanizer
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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.
SoftwareRenderer
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