I don’t often post outside AnKi’s website but here’s a new blog post explaining how Vulkan barriers work at the hardware and driver level on Mali GPUs developer.arm.com/community/ar...
I don’t often post outside AnKi’s website but here’s a new blog post explaining how Vulkan barriers work at the hardware and driver level on Mali GPUs developer.arm.com/community/ar...
Added a play button that starts the game loop. The editor is integrated to the game executable and can access all the custom game C++ logic.
Graphics Programming weekly - Issue 419 - December 7th, 2025 www.jendrikillner.com/post/graphic...
Blog post: Cheap ray-tracing using only acceleration structures. No ray pipelines, no shader binding tables, no textures. anki3d.org/minimalist-r...
Having fun with physics. Jolt seems to be working fine
Ray-traced reflections and GI (or using the correct terms: indirect specular and indirect diffuse) with some animated stuff
Ray-traced global illumination in AnKi. A mix of rays traced from the G-buffer (1st bounce) and probes (2nd bounce + volumetrics)
#raytracing #vulkan
Graphics Programming weekly - Issue 386 - April 6th, 2025 www.jendrikillner.com/post/graphic...
Graphics Programming weekly - Issue 381 - March 2nd, 2025 www.jendrikillner.com/post/graphic...
Graphics Programming weekly - Issue 379 - February 16th, 2025 www.jendrikillner.com/post/graphic...
VK/D3D12 simplified pipeline barriers featured in Jendrik's list
New article on how to simplify pipeline barriers in Vulkan and D3D12 (Extended Barriers) for desktop and mobile. Contains some esoteric knowledge on how some HW/drivers work. anki3d.org/simplified-p...
The D3D12 backend of AnKi is now working with some minor validation warnings. Ray tracing support will be added soon.
Logo image for version 1.4 o of the Vulkan api with it's mascots: A dragon, a bunny and a hammer-wielding armadillo.
The #Vulkan Hardware Capability Viewer and database now fully support @vulkan.org Vulkan 1.4. Downloads for the client application are available for Windows, Linux, Android and Mac.
Download at: vulkan.gpuinfo.org/download.php
More info at: www.saschawillems.de/blog/2024/12...
Reminding that there is a 52' video presentation on GPU driven rendering. Covers:
- GPU persistent data (bindless textures++)
- GPU occlusion culling (fully in the GPU)
- Mesh shaders & fallback
- Performance on nVidia
www.youtube.com/watch?v=QNN3...
Graphics Programming weekly - Issue 367 - November 24th, 2024 www.jendrikillner.com/post/graphic...
Thank you! It's too late to change the video but I've updated the slides.
The global descriptor set has a bunch of texel buffers (vertex streams), storage buffers (GPU scene objects & uniforms) and a uniform buffer.
This took quite some time to make. So here it is: GPU driven rendering in AnKi. Will be covering: GPU persistent data, GPU occlusion, mesh shaders and more www.youtube.com/watch?v=QNN3...