Since we first announced it last year, our Vulkan wrapper KDGpu has been busy evolving to meet customer needs and our own. Our last post announced the public release of v0.1.0, and version 0.5.0 is available today. It’s never been easier to interact with modern graphics technologies, enabling you to focus on the big picture […]
Blog Archives
Projection Matrices with Vulkan – Part 2 Deriving a perspective projection matrix for Vulkan
Showing how to derive the projection matrix, this second part of the series teaches how to create perspective projection matrices for Vulkan and adapt them to your needs.
Projection Matrices with Vulkan – Part 1 How transformations differ from OpenGL to Vulkan
This post explains the difference between OpenGL and Vulkan transformations and how to adapt code to get the desired results, plus actually understanding what's going on.
Optimizing and Sharing Shader Structures
When writing large graphics applications in Vulkan or OpenGL, there’s many data structures that need to be passed from the CPU to the GPU and vice versa. There are subtle differences in alignment, padding and so on between C++ and GLSL to keep track of as well. I’m going to cover a tool I wrote […]
Synchronization in Vulkan Learn about what Vulkan needs us to synchronize and how to achieve it
An important part of working with Vulkan and other modern explicit rendering APIs is the synchronization of GPU/GPU and CPU/GPU workloads. In this article we will learn about what Vulkan needs us to synchronize and how to achieve it. We will talk about two high-level parts of the synchronization domain that we, as application and […]
FMA Woes
Floating-point math is hard, and compilers will exploit every language loophole to make our FP calculations go faster, sometimes with surprising results.
Qt 3D Renderer changes and improvements in Qt 6
With Qt 6 well on its way, it’s about time we go over some of the internal changes and optimizations made to Qt 3D for the upcoming release. In a separate article, my colleague Mike Krus has already highlighted the API changes we’ve made in Qt 3D for Qt 6. This post will dive into […]
Nine Steps to Vulkan Literacy What the powerful new 3D graphics API can bring to your applications
No, this isn’t about Star Trek. If you’ve accidentally stumbled onto this blog to learn about the language of Spock’s homeland, try here instead. Vulkan (spelled with a “k”, not a “c”) is a powerful new 3D graphics API from the Khronos Group, the same consortium that developed its spiritual predecessor, OpenGL, and other related […]
Vulkan® – next generation graphics & compute We help you incorporate the Vulkan API to your project
KDAB is happy that the recently released Vulkan API specification will offer a route to very high performance graphics and compute functionality on today’s and tomorrow’s GPU hardware. With KDAB’s wealth of OpenGL experience we can help bring this cutting edge, high performance API to your application.
KDAB joins Khronos and welcomes Vulkan for next generation graphics
We are proud to announce that KDAB is now a contributor member of the Khronos Group, a not for profit, member-funded consortium focused on the creation of royalty-free open standards for parallel computing, graphics and dynamic media on a wide variety of platforms and devices. As a contributor member of the Khronos Group, KDAB is […]