Vulkan Pipelines, Barrier, memory management
Hi! Once again, I am going to present you some vulkan features, like pipelines, barriers, memory management, and all things useful for prior ones. This article will be long, but it will be separating into several chapters. Memory Management In Vulkan application, it is up to the developer to manage himself the memory. The number […]
Rendering, Vulkan
(AZDO, C++11, global illumination, OpenGL, Pipelines, rendering equation, Vulkan)
Lava erupting from Vulkan : Initialization or Hello World
Hi there ! A Few weeks ago, February 16th to be precise, Vulkan, the new graphic API from Khronos was released. It is a new API which gives much more control about the GPUs than OpenGL (API I loved before Vulkan ^_^). OpenGL’s problems Driver Overhead Fast rendering problems could be from the driver, video games […]
Vulkan
(AZDO, C++11, C++14, Hello World, OpenGL, Vulkan)
How to make a Photon Mapper : Photons everywhere
Hello, It has been a long time since I posted anything on this blog, I am so sorry about it. I will try to diversify my blog, I’ll talk about C++, Rendering (always <3), and Qt, a framework I love. So, in this last part, we will talk about photons. What exactly are Photons ? […]
Rendering
(C++11, global illumination, photon mapping, rendering equation)