A collection of visual effects, rendering techniques, and small samples built on top of a bare-bones framework to experiment with the Vulkan rendering API.
Physically-Based Rendering |
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A physically-based rendering pipeline with image-based lighting. |
Directional Shadow Mapping |
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An implementation of shadow mapping for a single directional light. |
Omnidirectional Shadow Mapping |
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An implementation of shadow mapping for a single omnidirectional (point) light. |
Ambient Occlusion |
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An implementation of screen-space ambient occlusion (SSAO). |
Compute Cloth Simulation |
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A simple cloth simulated on the GPU using compute shaders. |
Deferred Rendering |
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An implementation of a deferred rendering pipeline. |