For the past two years, Holochip has been working on light field technology for the US Navy’s Aegis program. The program calls for a table top light field display...
Today, Khronos has released the final versions of the set of Vulkan, GLSL and SPIR-V extension specifications that seamlessly integrate ray tracing into the existing Vulkan framework.
The Khronos Vulkan Working Group has released the final Vulkan Ray Tracing extensions that seamlessly integrate ray tracing functionality alongside Vulkan’s rasterization framework
The Vulkan Working Group has just released the VK_KHR_fragment_shading_rate extension, which provides a new, flexible technique to control the fragment shading rate
Over the last few years, providing the functionality of one graphics API by layering over another API has become increasingly popular.
A Vulkan Synchronization Validation layer has been created to help identify resource access conflicts due to incorrect synchronization when reading or writing the same memory regions
I wrote this article explaining what the Vulkan graphics API is, how it works, and everything that goes into rendering a triangle with your GPU
The Vulkan API can be quite complex for mobile developers. Therefore, at GDC 2019, Arm released a set of Vulkan samples that illustrated a list of best practice recommendations.
I made sure to work extra hard to have something nice to make up. It feels great to be back to doing graphics programming after two months refactoring the core engine.
Work on the Vulkan branch resumed at the beginning of January and significant progress was made already.