Vulkan. Realtime. Efficient. Fully GPU optimized.
- 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
- 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
- Diffuse and Phong specular lighting
- Diffuse and Blinn-Phong specular lighting
- Normal Mapping
- Parallax Occlusion Mapping
- PBR with single light source