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dc.contributor.authorCastorina, Marcoen_US
dc.contributor.authorSassone, Gabrielen_US
dc.contributor.editorSerrano, Anaen_US
dc.contributor.editorSlusallek, Philippen_US
dc.date.accessioned2023-05-03T05:58:02Z
dc.date.available2023-05-03T05:58:02Z
dc.date.issued2023
dc.identifier.isbn978-3-03868-212-7
dc.identifier.issn1017-4656
dc.identifier.urihttps://doi.org/10.2312/egt.20231031
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/egt20231031
dc.description.abstractThe Vulkan API has has been released in 2016 and it has continued to evolve to include the latest hardware capabilities. Compared to OpenGL, it is a more verbose API that requires a deeper knowledge of the underlying hardware architecture. While this can make the API more difficult to get started with, it also rewards developers with finer grained control over resource management, multi-threading and work submission. This flexibility allows developers to achieve better performance over older APIs and opens the door to novel techniques that would have been harder, if not impossible, to implement before. In this tutorial we are going to provide an introduction to the core Vulkan API concepts and how they map to the underlying hardware. We are going to demonstrate how to leverage async compute to overlap graphics and compute work for better performance. We will provide detailed examples that make use of cutting-edge features like Mesh Shaders and Ray Tracing to achieve state of the art results in real-time rendering.en_US
dc.publisherThe Eurographics Associationen_US
dc.rightsAttribution 4.0 International License
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/
dc.titleUsing Vulkan for Graphics Researchen_US
dc.description.seriesinformationEurographics 2023 - Tutorials
dc.description.sectionheadersTutorials
dc.identifier.doi10.2312/egt.20231031
dc.identifier.pages7-7
dc.identifier.pages1 pages


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Attribution 4.0 International License
Except where otherwise noted, this item's license is described as Attribution 4.0 International License