The aim of this work is to explore the Vulkan graphics API. We do this by studying how the API works and using it to produce a working application. Each chapter tries to focus on one single Vulkan concept producing a demo that shows how it works in practice. In chapter 1 we introduce the history behind Vulkan. This lets us understand the reasons that guided the design of the API. In chapter 2 we explain all the work that is almost always necessary to get a Vulkan application up and running. In chapter 3 we finally do the simplest form of rendering: we clear the window with a flat color. This may seem trivial, but it’s an important stepping stone. Doing this, we can see all the concepts that come into play when drawing something on the screen. In chapter 4 we finally write the computer graphics hello world program: rendering a triangle. In chapter 5 and in chapter 6 we see how to send data from the CPU to the GPU, making our application more flexible. In chapter 7 we see how to solve a common problem in computer graphics: how to determine the order in which to draw objects, so that closer objects cover far away ones. In chapter 8 we take a break from Vulkan and explain a very simple way to describe objects we want to draw, and how to place them inside a virtual world. In chapter 9 we use all the concepts we have learned so far to implement a lighting model. In chapter 10 we improve the visual quality of our application enabling a Vulkan feature called multisample anti aliasing.

Esplorare L'API Grafica Vulkan

FRANCHI, EMANUELE
2020/2021

Abstract

The aim of this work is to explore the Vulkan graphics API. We do this by studying how the API works and using it to produce a working application. Each chapter tries to focus on one single Vulkan concept producing a demo that shows how it works in practice. In chapter 1 we introduce the history behind Vulkan. This lets us understand the reasons that guided the design of the API. In chapter 2 we explain all the work that is almost always necessary to get a Vulkan application up and running. In chapter 3 we finally do the simplest form of rendering: we clear the window with a flat color. This may seem trivial, but it’s an important stepping stone. Doing this, we can see all the concepts that come into play when drawing something on the screen. In chapter 4 we finally write the computer graphics hello world program: rendering a triangle. In chapter 5 and in chapter 6 we see how to send data from the CPU to the GPU, making our application more flexible. In chapter 7 we see how to solve a common problem in computer graphics: how to determine the order in which to draw objects, so that closer objects cover far away ones. In chapter 8 we take a break from Vulkan and explain a very simple way to describe objects we want to draw, and how to place them inside a virtual world. In chapter 9 we use all the concepts we have learned so far to implement a lighting model. In chapter 10 we improve the visual quality of our application enabling a Vulkan feature called multisample anti aliasing.
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/20.500.14240/139745