The Graphic Guy Squall

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SquallLiu
August 24, 2024
Implement D3D12 with the Rust.

Been writing C++ for a decade, I think it's time to make some changes. So I kicked off my Rust learning recently.

I made my version of the hello world triangle, and safe to say I can work with the Rust now!

Next I'll detail how it's done and hopefully this helps the people who just want to start D3D…

3,998 views
SquallLiu
August 10, 2024
Insane draw call reduction with mesh shaders in Vulkan

Recently I put mesh shader into practice in my Vulkan pet project.

And it’s just too good!

Before and after the mesh shader is applied, it reduced the render thread significantly from 0.3~0.5ms to 0.02~0.03ms for the same set of mesh renderers.

I’ll detail how it’s done here.

Mesh shader references, …

19,848 views
SquallLiu
April 03, 2024
Unheard Engine: Adding refraction material & Efficient ray-traced reflection.

Quite a change since the last time! Added refraction material and efficient ray-traced reflection.

The RT reflection itself costs around 1.0ms @1440p with 4070Ti. Total rendering time is around 2.0ms now. Without a use of modern upscalers.

Both rendering take care of the blurry with low smoothne…

28,455 views
SquallLiu
November 04, 2023
Unheard Engine: Adding HDR image import, BC6H Compression, Cubemap editing and miscs.

Following up the previous post.

I added HDR image import, BC6H compression and cubemap tool this time. Also integrated the ImGui as current GUI solution.

To be honest, there are more refactoring and bugfixes in this sprint and only a few runtime features. But I think it's also important to review t…

2,713 views
SquallLiu
September 30, 2023
Unheard Engine: Spot lights, HDR support, and compliation-free parameter node in material graph.

Follow up to the previous one. For my Vulkan mini-engine.

This time, I added the spot light component which benefits from light culling as well. The HDR support (HDR10 standard).

Compliation-free parameter node, that is, if the graph doesn't change at all. When modifying a parameter node, I don't ne…

2,989 views
SquallLiu
September 03, 2023
Unheard Engine: Point lights and texture compression.

Follow up post to the preivous update. I added the point light and texture compression in my Vulkan miniengine this time 🙂

Two small testing of the features as shown in the video. The point light implementation includes lighting, culling and ray traced shadow.

The texture compression now includes B…

3,102 views
SquallLiu
July 14, 2023
Unheard Engine: Adding translucent pass, misc optimizations and refactoring.

Follow up post to the Build a material graph system from scratch.

This time I've added the translucent pass, misc optimizations and some refactorings in my mini Vulkan engine.

The translucent objects also interact with ray tracing shadow, TAA well. The performance is also much better than my previou…

3,280 views
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SquallLiu
June 26, 2023
Vulkan - Bringing material data to ray tracing shader and differentiate them.

A follow up post after I added material graph system in my mini engine.

To be more specific, it should be “bringing material data to a hit group shader and differentiate them”.

The result is almost the same as the previous demo. But it can differeniate the material in the ray tracing shadow now.

§Ov…
3,666 views
SquallLiu
April 22, 2023
Unheard Engine: Build a material graph system from scratch.

Follow up the previous post. This time I tried to create a material graph editor in my mini Vulkan engine. (Almost no “Vulkan” point in this post though)

I used to just expose a few “fixed” parameters like diffuse color, bump scale, opacity...etc in an editor. That would be much easier but I want to…

7,206 views
SquallLiu
December 10, 2022
Unheard Engine: Preliminary optimizations.

This is the following up post with my previous post 2 months Journey of Vulkan Learning.

After the first version, I applied a few optimizations to UHE. Drawing with 13435 batches cost only ~3ms now! With the parallel submission.

The batches are even not merged at all. I've not implemented static batc…

21,947 views
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