Vulkan is a modern hardware-accelerated Graphics API. Its goal is providing an high efficient way in low-level graphics and compute on modern GPUs for PC, mobile, and embedded devices. I am personally working a self training project, vulkan-android , to teach myself how to use this new APIs. The difference between OpenGL and Vulkan OpenGL: Higher level API in comparison with Vulkan, and the next generation of OpenGL 4 will be Vulkan. Cross-platform and Cross-language (mostly still based on C/C++, but people implemented diverse versions and expose similar API binding based on OpenGL C++, WebGL is a good example). Mainly used in 3D graphics and 2D image processing to interact with GPU in order to achieve hardware acceleration. Don't have a command buffer can be manipulated at the application side. That means we will be easily see draw calls being the performance bottleneck in a big and complex 3D scene. Vulkan: Cross-platform and low-overhead. Erase the boundary between GPU API an
Fig.1 - Fast Subsurface scattering of Stanford Bunny Based on the implementation of three.js . It provides a cheap, fast, and convincing approach to do ray-tracing in translucent surfaces. It refers the sharing in GDC 2011 [1], and the approach is used by Frostbite 2 and Unity engines [1][2][3]. Traditionally, when a ray intersects with surfaces, it needs to calculate the bouncing result after intersections. Materials can be divided into three types roughly. Opaque , lights can't go through its geometry and the ray will be bounced back. Transparency , the ray passes and allow it through the surface totally, it probably would loose a little energy after leaving. Translucency , the ray after entering the surface will be bounced internally like below Fig. 2. Fig.2 - BSSRDF [1] In the case of translucency, we have several subsurface scattering approaches to solve our problem. When a light is traveling inside the shape, that needs to consider the diffuse value influe
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