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Vulkan Vessle

Overview

Vulkan Vessle was a Vulkan centered project that focused on rendering 3D models from a GLTF file and implementing a physically based rendering(PBR) shader. This project served as a hands on experience with exploring deeper into rendering techniques like allowing a further clipping space for a more accurate representation of depth. Along with exploring what all a PBR shader can include, being techniques and components like albedo, roughness and normal maps. Along with implementing a cubemap for image based lighting techniques to allow for enviormental looking reflections. This allowed for more physically accurate surfaces under dynamic lighting further enhancing the capabilities of rendering GLFT models with PBR shaders.

Technical Implentation

  • Written in C++ using the Vulkan API
  • Loaded and rendered 3D models from GLTF files
  • Implemented a Physically Based Rendering (PBR) shader with support for albedo, metallic, roughness, and normal maps
  • Used a cubemap for environment reflections via image based lighting techniques
  • Handled Vulkan resource management including descriptor sets, pipelines and shaders

What I learned

  • Practical Experience with Vulkan API, gained hands-on knowledge of low-level graphics programming and GPU pipeline management.
  • GLTF Rendering Workflow, learned how to load and render 3D models using the GLTF format, including material and texture integration.
  • Physically Based Rendering (PBR), developed a deeper understanding of PBR principles and implemented shaders supporting realistic material properties.
  • Shader Programming with HLSL, strengthened skills in writing and debugging HLSL shaders for real time lighting and surface effects.