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)
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)
How to make a Photon Mapper : Whitted Ray Tracer
Hello there, Today, we are going to see how to make the first part of our photon mapper. We are unfortunately not going to talk about photons, but only about normal ray tracing. This is ugly !!! There is no shadow… It is utterly wanted, shadows will be draw by photon mapping with opposite flux. […]
Rendering
(C++11, global illumination, photon mapping, rendering equation)