Vulkan 3D Graphics Rendering Cookbook is out now in paperback! Written by experts with decades of rendering experience, this cookbook equips you with practical, hands-on recipes to master modern 3D graphics development by using bindless #Vulkan.
https://t.co/SGmfVYSUFR
Wicked Shooter and Grass Zen are now available for Linux! (both with free demos)
- Wicked Shooter is an FPS tech demo with full source code: https://t.co/wIsqzOIuKP
- Grass Zen is a relaxing mini game where you control the wind to uncover secrets: https://t.co/PgI4UPiUvH
I decided to open source my implementation of Surfel Radiance Cascades Diffuse Global Illumination, since I'm not longer actively working on it. Hopefully the code can serve as a guide to others who can push this idea further :)
https://t.co/kugNw7x5Cf
I decided to clean up the code for my Vulkan prototype renderer I wrote a year ago. I also wanted to put the source code up for anyone to learn from!
Here are some *brand new* screenshots :)
Link to the repo (stars appreciated!):
https://t.co/osFy3Cr1Zq
#gamedev#programming
🚀 Exciting news! DirectX is adopting SPIR-V to enhance cross-platform compatibility. This shift allows Microsoft and hardware vendors to focus on features that will power the next generation of applications.
Read about it here: https://t.co/Pzy3uIH0LN #DirectX#SPIRV
Excited to share *two* papers appearing at #SIGGRAPHAsia2021, on "Repulsive Curves" and "Repulsive Surfaces."
Tons of graphics algorithms find nice distributions of points by minimizing a "repulsive" energy.
But what if you need to nicely distribute curves or surfaces? (1/14)