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I am currently working on improving the custom Vulkan renderer that powers PeakVisor’s Android app.
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Mesh shaders represent a notable evolution in modern graphics pipelines.
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This is the paper page of our paper “Fast Rendering of Parametric Objects on Modern GPUs”, which has been accepted for The Eurographics Symposium on Parallel Graphics and Visualization (EGPGV) .
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This is the paper page of our paper “Vulkan all the way”, which is an extended edition of our previous paper The Road to Vulkan: Teaching Modern Low-Level APIs in Introductory Graphics Courses and has been accepted for publication in the Computers and Gra…
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When using floating point variables, there’s always the danger that a certain number cannot be represented exactly.
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This is the paper page of our paper “The Road to Vulkan: Teaching Modern Low-Level APIs in Introductory Graphics Courses” which has been accepted and presented at Eurographics 2022 in Reims, France.
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This is the paper page of our paper “Conservative Meshlet Bounds for Robust Culling of Skinned Meshes” which has been accepted and presented at Pacific Graphics 2021.
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I currently have access to PCs which are of totally different form factors—one being a desktop-PC, the other being a laptop-PC—and actually have pretty different CPUs—the former featuring a (then-high end) AMD Ryzen AMD Ryzen 9 3900X with 12 physical core…
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In this post, I’d like to describe a strategy how a proper and (hopefully) easy to understand perspective projection matrix for Vulkan can be set-up manually.
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When programmers with an OpenGL background learn Vulkan, they often expect—or hope—that the projection matrices they have used with OpenGL continue to work with Vulkan.