this post was submitted on 30 Oct 2025
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Computer Graphics

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All about 3D and 2D computer graphics, vector and raster graphics, graphics programming using special APIs (e.g. Vulkan and OpenGL).

Some topics in computer graphics include user interface design, sprite graphics, rendering, ray tracing, geometry processing, computer animation, vector graphics, 3D modeling, shaders, GPU design, implicit surfaces, visualization, scientific computing, image processing, computational photography, scientific visualization, computational geometry and computer vision, among others. The overall methodology depends heavily on the underlying sciences of geometry, optics, physics, and perception.

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In this series, we enhance a Vulkan renderer with ray tracing features to implement real-time pixel-perfect shadows (with and without transparency) and a bonus reflection effect. You will work with provided scaffolded code (based on the Vulkan Tutorial) and fill in key shader functions following step-by-step instructions.

Slides available here.

By the end, you’ll learn how to:

  • Use Vulkan dynamic rendering (no pre-defined render passes) and verify it with RenderDoc.
  • Create bottom-level and top-level Acceleration Structures (BLAS and TLAS) for ray tracing.
  • Implement ray query based shadow rays (first with all-opaque geometry, then with alpha-test transparency).
  • Debug/inspect the acceleration structures in Nsight Graphics.
  • (Bonus) Implement ray query based reflections.

Prerequisites: This series targets intermediate Vulkan programmers. We assume you have completed the basic Vulkan Tutorial (graphics pipeline, descriptor sets, etc.). If not, you can still follow along conceptually. A Windows machine with up-to-date Vulkan SDK (1.4.311), a GPU supporting ray tracing (Vulkan Ray Query), plus RenderDoc and Nsight Graphics is provided.

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