Essays about: "Vulkan API"
Showing result 1 - 5 of 6 essays containing the words Vulkan API.
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1. Real-time Soft Body Simulation using Extended Position-Based Dynamics and Tetrahedral Deformation
University essay from Blekinge Tekniska Högskola/Institutionen för datavetenskapAbstract : Background. Several methods have been used to simulate soft body deformation, such as mass-spring systems and position-based dynamics. This has been done using tetrahedral mesh models for preservation of shape and volume. READ MORE
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2. Performance comparison of WebGPU and WebGL in the Godot game engine
University essay from Blekinge Tekniska Högskola/Fakulteten för datavetenskaperAbstract : Background. For rendering graphics on the web, WebGL has been the standard API to employ over the years. A new technology, WebGPU, has been set to release in 2023 and utilizes many of the novel rendering approaches and features common for the native modern graphics APIs, such as Vulkan. READ MORE
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3. Performance Evaluation of (Spherical) Harmonics Virtual Lights for Real-time Global Illumination using Vulkan
University essay from Blekinge Tekniska Högskola/Institutionen för datavetenskapAbstract : Background. Global illumination is not trivial to compute in real-time computer graphics. One approximate solution is to distribute virtual light sources from a primary light, to then apply direct light calculations to said virtual lights. This can effectively estimate two-bounce illumination. READ MORE
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4. GPU Volume Voxelization : Exploration of the performance characteristics of different GPU-based implementations
University essay from KTH/Skolan för elektroteknik och datavetenskap (EECS)Abstract : In recent years, voxel-based modelling has seen a reintroduction to computer game development through massive graphics hardware improvements. Never- theless, polygons continue to be the default building block of 3D objects, intro- ducing a need for the transformation of polygon meshes into voxel-based models; this process is known as voxelization. READ MORE
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5. Exploiting temporal coherence in scene structure for incremental draw call recording in Vulkan
University essay from Blekinge Tekniska Högskola/Institutionen för kreativa teknologierAbstract : Background. Draw calls in interactive applications are often recorded on a per-frame basis, despite already residing in memory after recording in the previous one. At the same time, scenes tend to be structurally stable; what exists during one frame is likely to exist in the next ones as well. Objectives. READ MORE