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    <title>pbr on Sascha Willems</title>
    <link>https://www.saschawillems.de/tags/pbr/</link>
    <description>Recent content in pbr on Sascha Willems</description>
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      <title>Adding support for glTF meshes without indices</title>
      <link>https://www.saschawillems.de/blog/2019/03/23/adding-support-for-gltf-meshes-without-indices/</link>
      <pubDate>Sat, 23 Mar 2019 11:26:43 +0100</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2019/03/23/adding-support-for-gltf-meshes-without-indices/</guid>
      <description>I have pushed an update to my Vulkan glTF PBR 2.0 application that adds support for rendering primitives without indices. Up until now, all primitives of a glTFs scene had to come with indices to be rendered by the application, which is usually the case for more complex scenes.
After getting a request for this, and checking with the glTF 2.0 spec, primitives without indices are actually a valid glTF 2.</description>
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      <title>Getting a Vulkan application up and running on a low-spec device with buggy drivers</title>
      <link>https://www.saschawillems.de/blog/2019/03/08/getting-a-vulkan-application-up-and-running-on-a-low-spec-device-with-buggy-drivers/</link>
      <pubDate>Fri, 08 Mar 2019 15:22:53 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2019/03/08/getting-a-vulkan-application-up-and-running-on-a-low-spec-device-with-buggy-drivers/</guid>
      <description>Introduction Ever since starting to work on my C++ Vulkan glTF PBR application, I was bugged by the fact that it just wouldn&amp;rsquo;t work on my everyday phone, just crashing at a certain point with an error code that actually should never be thrown by that certain function. After a few unsuccessful attempts at finding the cause for this, I finally found the root of the problem and was actually able to get this up and running.</description>
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      <title>Vulkan glTF 2.0 C&#43;&#43; phyiscal based rendering</title>
      <link>https://www.saschawillems.de/blog/2018/02/11/vulkan-gltf-2.0-c-phyiscal-based-rendering/</link>
      <pubDate>Sun, 11 Feb 2018 14:08:25 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2018/02/11/vulkan-gltf-2.0-c-phyiscal-based-rendering/</guid>
      <description>I have released the first working version of a separate (from the examples) Vulkan physical based rendering example that uses the glTF 2.0 model file format.
The repository can be found at https://github.com/SaschaWillems/Vulkan-glTF-PBR.
glTF is a royalty free format specification by the Khronos Group and is a new format for 3D models gaining lots of traction. With version 2.0 it also added several PBR extensions and definitions.
I decided to make this a stand-alone project instead of &amp;ldquo;just&amp;rdquo; another example in my Vulkan C++ example repository to make it easier getting into the code.</description>
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      <title>Physically based rendering and moving (hdr) assets out of the repository</title>
      <link>https://www.saschawillems.de/blog/2017/04/22/physically-based-rendering-and-moving-hdr-assets-out-of-the-repository/</link>
      <pubDate>Sat, 22 Apr 2017 13:42:37 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2017/04/22/physically-based-rendering-and-moving-hdr-assets-out-of-the-repository/</guid>
      <description>The last days (and weeks) I&amp;rsquo;ve been working on a Vulkan example implementing physically based rendering with image based lighting (you can find a nice article with lots of details over at Trent Reed&amp;rsquo;s blog) and just pushed it to my public github repository.
While working on this demo I realized that putting all the binary assets (models and esp. textures) in the repository might not have been a great idea.</description>
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