Latest Vulkan Activity
@Aressera Thanks for the reply! I've tried playing with the near and far for the light but doesn't seem to improve the situation at all. I really have no idea what's causing the shadow on top of the sphere.
- Implemented clustered rendering.
- Reworked light attenuation as a range.
- Implemented color grading.
- Implemented context blocks in the scene file parser.
- Removed deferred rendering.
- Reworked submesh components like pass components.
- Implemented Mikkelsen tangent space sup…
I've tried these things. I tried 5 different methods of attacking the problem, 3 of them with regard to the ray generation section, 2 of them with regard to the light transport section. Perhaps I was missing something trivial. :(
Thanks again so much for your guidance!
Yay, some progress : )
Using the commands, i was able to mount the additions disc in Garuda Linux for the first time. I can not update this OS, it says something about missing keys. Trying to install additions anyway, i see compiler errors, probably related to the new Zen Kernel. And i do not really…
taby said:
Technically, subsurface scattering is not necessary for diffuse reflection. All you do is randomize the surface normal for diffuse reflection.
It's about scale. For diffuse reflection, we can assume the scattering radius is so small we can ignore it, while change in direction is large.
For …
Room 8 Group’s Game Development team for PC & Console (Dragons Lake), has made its innovative Render Engine Infrastructure (REI) tool available as an open-source solution. Initially developed to transform game porting, development, and preservation, REI is the result of tireless work carried ou…
Thanks for all of your insight. I have tried a dozen different ways, but I've yet to make the forward path tracer work properly. Thanks for sharing my pain. LOL
We are pleased to announce the release of Matali Physics 6.4, the significant step on the way to the seventh major version of the environment. Matali Physics 6.4 introduces a number of improvements and fixes to Matali Physics Core, Matali Render, Matali Content, Matali Sound and Matali Games module…
The fog is not cooperating with me LOL
Looks good, except for some glitches.
So, to get around the glitches, I'm re-doing the fog from scratch.
We are pleased to announce the release of Matali Physics 6.2, the first step on the way to the seventh major version of the environment. The latest version brings changes necessary to implement effective navigation and wayfinding algorithms as well as complex AI behaviors, including group behaviors…
Thanks again for your input. I’ll perturb the rays and see what it looks like. ?
It turned out to not be a synchronization issue. It was a driver timeout issue. To fix this we'll need to break the screenshot into smaller shots, then write them all to a PNG file when done.
We've gotten large-format screenshots working now. The code is not as complicated as I thought that it would be.
highres screenshotI also applied the same effect to shadows.
I tried doing the onscreen framebuffer, but no luck… it just generates a black image. I’m certain that the key is to render to an offscreen framebuffer. It doesn’t help that I am a total beginner at Vulkan.
Thanks for your time and experaise.
- Fixed COM binding, and finished implementation of a basic C# viewer application.
- Implemented support for multiple lighting models in the same scene.
- Improved PCF shadows, sampling a Poisson disk.
- Castor3D now uses a reversed Z buffer.
- Drastically improved overlays preparation and rende…
I had to pass in the transformation matrix to the closest hit shader, which is used to transform the normals.
Besides chromatic aberration and multiple lights, are there other nice things to have in a ray tracer?
Nevermind… I got Fresnel refraction working:
The full code is at:
I'm still not sure why the mesh is so messed up in some apps. I ended up converting it from STL to glTF using Blender. Works just fine.
So far the book looks great. I have also gotten the Vulkan Cookbook code to work. The books do seem worth it. Any reference helps me because I'm such a beginner at Vulkan.
Thanks for your correspondence.
I am a professional programmer, but I do not develop games for a living. In the past, I have brought you the fine small3d game development library, open source titles like Gloom, Avoid the Bug and Frog Remixed …
Rather than hacking the code to bits, I'll just live with the fact that the y-axis is backwards. It'll take some getting used to, but that's life.
We are proud to announce the release of Matali Physics 6.0, the sixth major version of Matali Physics environment. The latest version introduces groundbreaking changes both from the technical and functional side, moving Matali Physics environment to direct game creation solutions.
What is Matali Phy…NightCreature83 said:
From what I am reading of Vulkan its not all that different from DX12 at all, the tutorial from the main page is just very very carefull and checks everything, you should technically write DX12 in the same way. It's just that most samples dont show this because I think they are…
*!Long article warning. If you're the type of observing codebase directly. Referring to the project link at the bottom of this post.
All contents below are just forwarding from my word press post.
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I'm happy to announce the release of Castor3D, version 0.12.0
Castor3D is a 3D engine written in C++ 17.
It works on Windows and Linux.
It relies on Vulkan as a rendering API, and uses Ashes to extend this support to Direct3D 11 and OpenGL.
Some of the changes:
- Now using RenderGraph to build a frame gra…
We are pleased to announce the release of Matali Physics 5.7, another significant step on the way to the sixth major version of the environment. Matali Physics 5.7 introduces:
- Support for Universal Windows Platform on Xbox Series X/S
- Support for Android 11 and Android TV 11
- &…
We are proud to announce the release of Matali Physics 5.5 a crucial change in the development of Matali Physics engine and a significant step on the road to the sixth main version. As of version 5.5, Matali Physics becomes an advanced 3d physics environment, and the physics engine developed so far…
The first release of the PowerVR SDK and Tools for 2020 is now available for download here.
New in this release:
PVRCarbonThe API tracing and debugging tool for OpenGL ES and Vulkan with deep insight into how an application interacts with the graphics API.
Static Application AnalysisPVRCarbon now perf…
Explicit resource state management and synchronization is one of the main advantages and main challenges that modern graphics APIs such as Direct3D12 and Vulkan offer application developers. It makes rendering command recording very efficient, but getting state management right i…