Fast Rendering of Parametric Objects on Modern GPUs
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 Paralle...
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 Paralle...
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 A...
When using floating point variables, there’s always the danger that a certain number cannot be represented exactly. Therefore, oftentimes epsilon values need...
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 present...
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 Graph...
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 diffe...
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 manuall...
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 ...