Background. Games today are becoming more complex in computational andgraphical areas. Companies today want to develop games with state of the artgraphics while also having complicated and complex game logic. The vast majorityof users rarely meet the computer requirements. This creates an issue which lim-its the target demographic that a company wants to meet. This thesis will focuson two different methods that achieves deferred shading in Vulkan and how the en-vironment is affecting both methods as-well as the number of lights and attachments. Objectives. In Vulkan there are two ways of implementing deferred shading, one isthe traditional way of doing it which is by conducting multiple render-targets. Thesecond way is by utilizing a featur...
Recently, the performance of many-light algorithms, where thousands of light sources are used to com...
In the past few years, several techniques have been presented that enable real-time shading using ma...
The Vulkan API provides a low level interface to modern Graphics Processing Units (GPUs). We demonst...
Background. Games today are becoming more complex in computational andgraphical areas. Companies tod...
This thesis deals with application development for rendering many lights in real-time using next gen...
In computer graphics applications, the choice and implementation of a rendering technique is crucial...
Today processor development has a lot of focus on parallel performance by providing multiple cores t...
This artifact contains a Docker image, which holds the simulator and benchmark workloads for LumiBen...
Background. In this experiment forward, deferred and tile-based forward rendering techniques are imp...
This artifact includes sciprts to run the benchmarks and plot the results of vulkan-sim paper pub...
Context. The rendering techniques in games have the goal of shading the scene with as high of a qual...
Multi-frame rate rendering is a parallel rendering technique that renders interactive parts of the s...
Over the last 10-15 years, computer graphics hardware has evolved at a tremendous pace, with an expo...
Computer generated imagery is used in a wide range of disciplines, each with different requirements....
Using many lights in real-time applications has been an important goal for many years. The games ind...
Recently, the performance of many-light algorithms, where thousands of light sources are used to com...
In the past few years, several techniques have been presented that enable real-time shading using ma...
The Vulkan API provides a low level interface to modern Graphics Processing Units (GPUs). We demonst...
Background. Games today are becoming more complex in computational andgraphical areas. Companies tod...
This thesis deals with application development for rendering many lights in real-time using next gen...
In computer graphics applications, the choice and implementation of a rendering technique is crucial...
Today processor development has a lot of focus on parallel performance by providing multiple cores t...
This artifact contains a Docker image, which holds the simulator and benchmark workloads for LumiBen...
Background. In this experiment forward, deferred and tile-based forward rendering techniques are imp...
This artifact includes sciprts to run the benchmarks and plot the results of vulkan-sim paper pub...
Context. The rendering techniques in games have the goal of shading the scene with as high of a qual...
Multi-frame rate rendering is a parallel rendering technique that renders interactive parts of the s...
Over the last 10-15 years, computer graphics hardware has evolved at a tremendous pace, with an expo...
Computer generated imagery is used in a wide range of disciplines, each with different requirements....
Using many lights in real-time applications has been an important goal for many years. The games ind...
Recently, the performance of many-light algorithms, where thousands of light sources are used to com...
In the past few years, several techniques have been presented that enable real-time shading using ma...
The Vulkan API provides a low level interface to modern Graphics Processing Units (GPUs). We demonst...