Panagiotis Christopoulos-Charitos / AnKi 3D engine
@panoscc.bsky.social
Graphics programmer http://anki3d.org | http://github.com/godlikepanos
New article. GPU memory management in AnKi 3D engine with some light statistics across GPU vendors anki3d.org/gpu-memory-m...
GPU memory management in AnKi
AnKi’s GPU memory management system was introduced alongside Vulkan nine years ago, but the transition to GPU-driven rendering and the introduction of a render-graph fundamentally changed the way G…
anki3d.org
I don’t often post outside AnKi’s website but here’s a new blog post explaining how Vulkan barriers work at the hardware and driver level on Mali GPUs developer.arm.com/community/ar...
Arm Community
ARM Community Site
developer.arm.com
Added a play button that starts the game loop. The editor is integrated to the game executable and can access all the custom game C++ logic.
Blog post: Cheap ray-tracing using only acceleration structures. No ray pipelines, no shader binding tables, no textures. anki3d.org/minimalist-r...
Minimalist ray-tracing leveraging only acceleration structures
AnKi has had ray-tracing support for quite some time. Beyond managing acceleration structures, the engine uses VK_KHR_ray_tracing_pipeline/DXR 1.0 for shadows (soon deprecated), indirect diffuse, a…
anki3d.org
Having fun with physics. Jolt seems to be working fine
Ray-traced reflections and GI (or using the correct terms: indirect specular and indirect diffuse) with some animated stuff
Ray-traced global illumination in AnKi. A mix of rays traced from the G-buffer (1st bounce) and probes (2nd bounce + volumetrics) #raytracing #vulkan
New article on how to simplify pipeline barriers in Vulkan and D3D12 (Extended Barriers) for desktop and mobile. Contains some esoteric knowledge on how some HW/drivers work. anki3d.org/simplified-p...
Simplified pipeline barriers
One of the challenges of low level APIs such as Vulkan and D3D12 is synchronization of GPU work. The most used primitive in GPU synchronization is pipeline barriers and if someone takes a look at v…
anki3d.org
The D3D12 backend of AnKi is now working with some minor validation warnings. Ray tracing support will be added soon.
The #Vulkan Hardware Capability Viewer and database now fully support @vulkan.org Vulkan 1.4. Downloads for the client application are available for Windows, Linux, Android and Mac. Download at: vulkan.gpuinfo.org/download.php More info at: www.saschawillems.de/blog/2024/12...
Reminding that there is a 52' video presentation on GPU driven rendering. Covers: - GPU persistent data (bindless textures++) - GPU occlusion culling (fully in the GPU) - Mesh shaders & fallback - Performance on nVidia www.youtube.com/watch?v=QNN3...
GPU driven rendering in AnKi 3D Engine
YouTube video by Panagiotis Christopoulos Charitos
youtube.com
This took quite some time to make. So here it is: GPU driven rendering in AnKi. Will be covering: GPU persistent data, GPU occlusion, mesh shaders and more www.youtube.com/watch?v=QNN3...
GPU driven rendering in AnKi 3D Engine
YouTube video by Panagiotis Christopoulos Charitos
youtube.com