A tour of Granite’s Vulkan backend – Part 6 presents how Granite deals with vkPipeline management

API designed for user convenience

hashmaps used for control of the different state combinations

pre-warmed with information from previous runs using Fossilize



Pro Tip: Improved GLSL syntax for Vulkan DescriptorSet Indexing explains a code generation method to generate helper functions to make indexing into unbounded resource tables more convenient

uses glslang symbol information to auto-generate accessor functions

Bounding Half-Space Hierarchy explains the BHH (Bounding Half-Space Hierarchy) data-structure

allows sorting of 3D objects with sublinear search

rendering-bib bibliography file containing 2000+ entries, in computer graphics, rendering, transport theory, and statistics

Integrating GVDB & Future Plans part 3 of the volumetric cloud rendering series

the code has been released on github

Open VDB is used to store volumetric data

A brief history of 3D texturing in video games a twitter thread that provides an overview about how games, especially in regards to texturing, have changed since the 90s

Making of Newton Protocol presents the rendering architecture used for the raytracing demo

uses nearby pixels to fill in missing lighting information

temporal reprojection is used to gather extra information from the last 6 frames

A Guide To Rust Graphics Libraries 2019 overview of the state of graphics API wrappers and libraries for rust

3D Projection explains 3D camera projections

shows the influence of the camera FoV and how it changes the perceived image

presents how to calculate a perspective and orthographic projection matrix

GTC 2019 - videos avaialble videos from GTC 2019 have been released

Birthday Post! ShaderGraph conversions (WorldPosition Textureswap/Appear/Disappear) shows how to convert effects from unity shader code to use the ShaderGraph system

Thanks to Eric Haines for support of this series.

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