Why projection matrices typically used with OpenGL fail with Vulkan
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 w...
Screenshot of our game Fairy Tale Memories for iOS and Android
Hi there, great to see you around! My name is Johannes Unterguggenberger and I am mostly concerning myself with real-time graphics programming and research. This is the home page of my personal website, which lists some details about my publications and GPU programming endeavors before listing my posts. Please use the Disqus-sections at the bottom of each blog post (available after accepting cookies) to discuss about the respective topic!
First-Author Papers:
Our Vulkan Lecture Series should be very helpful, especially for Vulkan beginners. It represents the way how I think that learning Vulkan should be approached, s.t. maximum understanding can be gained. Some of the episodes dive quite deep into some topics, though. Therefore, intermediate Vulkan developers might hopefully be able to gain some additional understanding too. The lecture series has also been listed/recommended on Khronos' very own vulkan.org -> Learn -> Tutorials.
For your subsequent C++ and Vulkan programming adventures, the following convenience and productivity framework might be helpful: Gears-Vk. It is intended for the purposes of rapid prototyping, teaching/learning, but ultimately also as efficient and convenient general-purpose framework. Internally, it uses Auto-Vk, which is a platform-agnostic layer atop Vulkan-Hpp.
I currently devote most of my time to real-time rendering research at the Research Unit of Computer Graphics at TU Wien and to further the development of Gears-Vk and Auto-Vk. However, my most famous GitHub repository is VolumetricLinesUnity, an asset for the Unity game engine that renders lines in a volumetric appearance.
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 w...
Vulkan snchronization validation has reached version 1.0 as reported by LunarG on January 13th, 2021. They published an official documentation of it, titled ...
A question that I’ve asked on StackOverflow: C++ best practice: Pass use-only (not stored) lambda argument to function by const-reference or by forwarding-r...
This is the paper page of our paper “Fast Multi-View Rendering for Real-Time Applications” which has been accepted at the Eurographics Symposium on Parallel ...