Personal monorepo, mostly graphics things. Vulkan 1.3 bindless lib and things implemented with it.
Following platforms are supported:
- Linux (X11 / Wayland)
- Windows 10/11
This project uses bazel as build system.
You can build any target specified in BUILD.bazel files
Example: bazel build src/core:types
To run demos: bazel run demos/{demo}:app
Dragons (IBL, PBR, SH Irradiance Map, GPU Driven LOD selection and Culling (Frustum + 2 Pass Occlusion Culling))
- https://zeux.io/2020/02/27/writing-an-efficient-vulkan-renderer/
- https://dev.to/gasim/implementing-bindless-design-in-vulkan-34no
- https://www.reedbeta.com/blog/understanding-bcn-texture-compression-formats/
- https://developer.nvidia.com/content/depth-precision-visualized
- https://jcgt.org/published/0002/02/05/paper.pdf
- https://sebh.github.io/publications/egsr2020.pdf
- https://media.contentapi.ea.com/content/dam/eacom/frostbite/files/s2016-pbs-frostbite-sky-clouds-new.pdf
- https://inria.hal.science/inria-00288758/en
- https://developer.download.nvidia.com/presentations/2007/D3DTutorial_Crytek.pdf
- https://iquilezles.org/articles/fbm/
- https://iquilezles.org/articles/gradientnoise/
- https://gpuopen.com/download/Introduction_to_GPU_Radix_Sort.pdf
- https://repo-sam.inria.fr/fungraph/3d-gaussian-splatting/
- https://people.computing.clemson.edu/~jtessen/reports/papers_files/coursenotes2004.pdf
- https://www.cg.tuwien.ac.at/research/publications/2018/GAMPER-2018-OSG/GAMPER-2018-OSG-thesis.pdf
- https://gdcvault.com/play/1025819/Advanced-Graphics-Techniques-Tutorial-Wakes
- https://reecocho.github.io/2024/01/30/gpu-driven-rendering/
- https://cseweb.ucsd.edu/~ravir/papers/envmap/envmap.pdf
- https://www.ppsloan.org/publications/StupidSH36.pdf
- https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf
- https://seblagarde.wordpress.com/wp-content/uploads/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
- https://medium.com/@mil_kru/two-pass-occlusion-culling-4100edcad501







