Vulkan tip on rendering a fullscreen quad without buffers ?>

Vulkan tip on rendering a fullscreen quad without buffers

Rendering a fullscreen quad is a common task in 3D realtime graphics, especially with shaders making post processing a common functionality and other techniques like deferred shading also relying on having a quad with uv coordinates cover the whole screen. While doing some refactoring on my Vulkan examples I removed some code that used vertex and index buffers for rendering such a quad and replaced it with a simple way that generates vertices and uvs in the vertex shader, saving…

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Porting (Vulkan)Quake to Android ?>

Porting (Vulkan)Quake to Android

Axel Gneiting from iD software recently ported Quake to Vulkan (based on the QuakeSpasm OpenGL port) and released the sources at github with support for windows and Linux. With Vulkan also being available on Android, I decided to use the knowledge gained while porting my Vulkan examples and Demos over to Android and add it to his Vulkan Quake port. I have tested with the registered and full .pak files of the original Quake and both are fully playable. The Android…

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New Vulkan example: Indirect drawing ?>

New Vulkan example: Indirect drawing

I have added another example to my open source C++ Vulkan examples. The new one is about indirect drawing (including multi draw if supported). Contrary to their non-direct counterparts, the indirect drawing commands in Vulkan take their draw calls from a buffer that is ideally stored in device local memory. So instead of running single draw commands that get their index base, index count and instancing numbers passed by the host upon getting called, the indirect commands are backed by…

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New Vulkan example: Deferred shading and shadows ?>

New Vulkan example: Deferred shading and shadows

Based on the recently updated deferred shading example, I have added a new example to my open source C++ Vulkan samples. This example adds dynamic shadows from multiple light sources, showcasing a few technologies that can be used to make rendering of multiple shadows more efficient. To achieve this, the example uses a layered depth attachment with one layer per light source that is sampled in the final scene composition. Traditionally one would do multiple passes to render the depth…

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Updated Vulkan deferred shading example video ?>

Updated Vulkan deferred shading example video

Over the past few weeks and months I’ve been constantly working on my Vulkan examples, enhancing existing demos, adding new ones, fixing bugs reported and merging pull requests (thx to anyone that has contributed!). I even found some time to work on a Vulkn deferred shading playground using Crytek’s famous Sponza model. You can find the repository for it here. This Sunday I decided to visually upgrade the deferred shading example included in my samples repository. Deferred shading is commonly…

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Khronos Chapter Munich Vulkan Slides ?>

Khronos Chapter Munich Vulkan Slides

I’ve been speaking about my Vulkan launch day contributions and my experiences moving from OpenGL to Vulkan at the Khronos Munich Chapter Grand Opening last friday at the AMD offices. This was a great event, and finally getting to know some of the people in real was an awesome personal experience. So at this point I’d like to thank all the people that helped make this event happen and all these that attended, had a real blast talking and discussing…

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Vulkan Examples update ?>

Vulkan Examples update

The last few weeks since the Vulkan launch (one month ago) have been pretty busy. I’ve been adding new examples to to my github repository (almost at 30), fixed some bugs (thanks to everyone that has contributed!) and finally added Android support to all examples (removing the few separate Vulkan Android samples). I also provide pre-built binaries for Windows, Linux and Android (only ARM right now) if you just want to try out the examples at vulkan.gpuinfo.org :  Windows Note : The…

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Vulkan is here! ?>

Vulkan is here!

Khronos finally launched Vulkan 1.0! After 18 months of hard works and a huge industry-wide collaboration, this is a huge success. And this is not only an API-launch, but a hard launch with drivers for Vulkan from NVidia, AMD, Intel, etc. on mulitple platforms. My launch contributions Some time ago I was invited to be a part of the Vulkan Advisory Panel board. So I actually got a head-start and also released some Vulkan related stuff to the public on…

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Vulkan specification complete, release imminent ?>

Vulkan specification complete, release imminent

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Great news! The Khronos Vulkan Working Group just announced that the specification is complete (and has entered the legal review process) and the release is imminent.

Though the initial time frame of 2015 was missed (by a bit), this should mean that Vulkan will be ready for launch in early 2016. This will include SDKs for all supported platforms, production ready drivers from several IHV, resources, tools, demos, examples and much more.

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