Sökning: "Vulkan API"

Visar resultat 1 - 5 av 6 uppsatser innehållade orden Vulkan API.

  1. 1. Real-time Soft Body Simulation using Extended Position-Based Dynamics and Tetrahedral Deformation

    Kandidat-uppsats, Blekinge Tekniska Högskola/Institutionen för datavetenskap

    Författare :William Kamnert; [2023]
    Nyckelord :Physically based animation; Soft body deformation; Volumetric models; GPU parallel computing;

    Sammanfattning : Background. Several methods have been used to simulate soft body deformation, such as mass-spring systems and position-based dynamics. This has been done using tetrahedral mesh models for preservation of shape and volume. LÄS MER

  2. 2. Performance comparison of WebGPU and WebGL in the Godot game engine

    Uppsats för yrkesexamina på avancerad nivå, Blekinge Tekniska Högskola/Fakulteten för datavetenskaper

    Författare :Emil Fransson; Jonatan Hermansson; [2023]
    Nyckelord :Game Engine; Performance Overhead; Rendering; WebGPU; WebGL; Spelmotor; Prestandakostnader; Rendering; WebGPU; WebGL;

    Sammanfattning : Background. For rendering graphics on the web, WebGL has been the standard API to employ over the years. A new technology, WebGPU, has been set to release in 2023 and utilizes many of the novel rendering approaches and features common for the native modern graphics APIs, such as Vulkan. LÄS MER

  3. 3. Performance Evaluation of (Spherical) Harmonics Virtual Lights for Real-time Global Illumination using Vulkan

    Kandidat-uppsats, Blekinge Tekniska Högskola/Institutionen för datavetenskap

    Författare :Simon Hultsborn; [2023]
    Nyckelord :Spherical harmonics; Global illumination; Computer graphics; Optimization;

    Sammanfattning : Background. Global illumination is not trivial to compute in real-time computer graphics. One approximate solution is to distribute virtual light sources from a primary light, to then apply direct light calculations to said virtual lights. This can effectively estimate two-bounce illumination. LÄS MER

  4. 4. GPU Volume Voxelization : Exploration of the performance characteristics of different GPU-based implementations

    Kandidat-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Författare :Grigory Glukhov; Aleksandra Soltan; [2019]
    Nyckelord :voxelization; GPU; GPGPU; SIMT; thread divergence; Vulkan API; voxelization; GPU; GPGPU; SIMT; tråd divergering; Vulkan API;

    Sammanfattning : In recent years, voxel-based modelling has seen a reintroduction to computer game development through massive graphics hardware improvements. Never- theless, polygons continue to be the default building block of 3D objects, intro- ducing a need for the transformation of polygon meshes into voxel-based models; this process is known as voxelization. LÄS MER

  5. 5. Exploiting temporal coherence in scene structure for incremental draw call recording in Vulkan

    Uppsats för yrkesexamina på avancerad nivå, Blekinge Tekniska Högskola/Institutionen för kreativa teknologier

    Författare :Andreas Flöjt; [2018]
    Nyckelord :incremental recording; temporal coherency; overhead reduction; explicit API; inkrementell inspelning; tidskoherens; reducering av kringkostnad; explicita API;

    Sammanfattning : Background. Draw calls in interactive applications are often recorded on a per-frame basis, despite already residing in memory after recording in the previous one. At the same time, scenes tend to be structurally stable; what exists during one frame is likely to exist in the next ones as well. Objectives. LÄS MER