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Verified Commit 8b91ec28 authored by Tobias Frisch's avatar Tobias Frisch
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Add demo descriptions via README files

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# CubeMapping
A demo project to show how to implement cube maps with the VkCV framework
![Screenshot of CubeMapping](../../screenshots/CubeMapping.png)
## Details
Cube maps can be used to create the illusion of a big environment, render a highly detailed sky
around the camera or to create very efficient reflections on smooth surfaces.
The cube map texture will contain six different images which are stored on different layers of the
image resource in Vulkan. The shaders can later simply access the pixel data via a 3D directional
vector.
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# InstancingDemo
A demo project to show how to render meshes using instancing with the VkCV framework
![Screenshot of InstancingDemo](../../screenshots/InstancingDemo.png)
## Details
Recording many draw calls can be expensive for your GPU because each draw call has to manage a lot
of data to work properly. But in cases you want to render the same vertex data multiple times with
only slight variations, you can use instancing to save up resource cost.
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# NormalMapping
A demo project to show how to use normal maps with the VkCV framework
![Screenshot of NormalMapping](../../screenshots/NormalMapping.png)
## Details
Ideally we want to render highly detailed meshes with a GPU. But that can be very expensive in terms
of processing power. It is much more efficient to load such details like normal vectors from a
texture instead of using only interpolation between vertices to calculate them.
So we get a lot of visual details without many vertices actually processed. It is a great tradeoff
between processing power and memory usage.
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# SSAO
A demo project to show how to use screen-space ambient occlusion with the VkCV framework
![Screenshot of SSAO](../../screenshots/SSAO.png)
## Details
Using rasterization for rendering has one huge drawback. We usually don't have proper indirect
lighting. That also means that we don't get any ambient occlusion or indirect shadows for the
rendered scene.
This project shows off a technique which utilizes deferred shading to calculate the amount of
occlusion by other geometry for each pixel. The technique will only use information from the
screen-space. So keep in mind it is limited in accuracy.
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screenshots/CubeMapping.png

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screenshots/InstancingDemo.png

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screenshots/NormalMapping.png

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screenshots/SSAO.png

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