Demo of the engine
First triangle in Vulkan
First triangle in Vulkan
The first model loaded from a .gltf file
Engine before and after optimizing how often materials rebinded resources and after adding frustum culling. Pipelines, descriptor sets, and index buffers were changed to only rebind when needed and the scene's materials are sorted to keep alike materials together. Frustum culling works by skipping rendering objects that are not in the camera's view frustum which is demonstrated by the before and after triangle count
Engine before and after optimizing how often materials rebinded resources and after adding frustum culling. Pipelines, descriptor sets, and index buffers were changed to only rebind when needed and the scene's materials are sorted to keep alike materials together. Frustum culling works by skipping rendering objects that are not in the camera's view frustum which is demonstrated by the before and after triangle count
Engine before and after generating mipmaps for textures
Engine before and after generating mipmaps for textures

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