Obtained results

Realistic atmosphere rendering

About this project This is an implementation of a complete atmospheric model and renderer with support of multiple scattering approximation that gives the sky its specific sky-blue color, sun transmittance, aerial-perspective, soft shadows, dynamic time of day, dynamic volumetric clouds with variable sizes, types and coverage and screen space god rays approximation. All that and more running under 1.5 ms on RTX 4080. This code is a part of my masters thesis called ‘Realistic atmosphere rendering’. ...

227 words · Matej Elias

Dynamic rendering in Vulkan 1.3

Introduction In this article, we explore the VK_KHR_dynamic_rendering extension, which eliminates the need for VkRenderPass and VkFramebuffer objects. By using this extension, rendering attachments (commonly referred to as render targets in other APIs) can be directly referenced before rendering begins. How It Works Before Dynamic Rendering Previously, Vulkan required you to create a render pass, specifying the types of attachments to be used. Subpass dependencies could also be defined to handle attachment transitions after the render pass finishes. For example, a subpass could transition a color attachment from VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL to VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, allowing the attachment to be used as input in another pass. ...

January 2, 2025 · 4 min · 838 words · Matej Elias