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Vulkan-Graphics

Vulkan. Realtime. Efficient. Fully GPU optimized.

Hello Triangle

  • Fully control of physical device, selection of suitable queue families and logical device creation
  • Window surface integrated with GLFW
  • Swap Chain Creation with triple buffers
  • Built Graphical Pipeline(fixed stages and shader/programmable stages)
  • Created Frame buffers and command buffers
  • Sychronization of graphical process and presentation process
  • Validation layer for debugging

Textured Model Rendering

  • created vertex buffers, staging buffers, index buffers and controled the memory usage of buffers
  • created uniform buffers and descriptor sets
  • created texture images and image samplers
  • created depth/stencil buffers
  • image library: stb_image.h
  • obj model library: tiny_obj_loader.h

Physically-Based Rendering

  • Diffuse and Phong specular lighting

  • Diffuse and Blinn-Phong specular lighting

  • Normal Mapping

  • Parallax Occlusion Mapping

  • PBR with single light source

References:

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Vulkan. Realtime. Efficient. Fully GPU optimized.

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