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Posts by Panagiotis Christopoulos-Charitos / AnKi 3D engine

Arm Community ARM Community Site

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...

2 months ago 4 3 0 0
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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.

3 months ago 1 0 1 0
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Graphics Programming weekly - Issue 419 - December 7th, 2025 www.jendrikillner.com/post/graphic...

4 months ago 48 19 0 0
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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…

Blog post: Cheap ray-tracing using only acceleration structures. No ray pipelines, no shader binding tables, no textures. anki3d.org/minimalist-r...

4 months ago 49 9 2 0
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Having fun with physics. Jolt seems to be working fine

7 months ago 2 0 0 0
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Ray-traced reflections and GI (or using the correct terms: indirect specular and indirect diffuse) with some animated stuff

7 months ago 4 1 0 0
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Ray-traced global illumination in AnKi. A mix of rays traced from the G-buffer (1st bounce) and probes (2nd bounce + volumetrics)

#raytracing #vulkan

10 months ago 3 0 0 0
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Graphics Programming weekly - Issue 386 - April 6th, 2025 www.jendrikillner.com/post/graphic...

1 year ago 65 21 1 1
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Graphics Programming weekly - Issue 381 - March 2nd, 2025 www.jendrikillner.com/post/graphic...

1 year ago 85 24 0 1
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Graphics Programming weekly - Issue 379 - February 16th, 2025 www.jendrikillner.com/post/graphic...

1 year ago 71 24 0 0

VK/D3D12 simplified pipeline barriers featured in Jendrik's list

1 year ago 6 0 0 0
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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…

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...

1 year ago 21 5 0 0
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The D3D12 backend of AnKi is now working with some minor validation warnings. Ray tracing support will be added soon.

1 year ago 20 1 1 0
Logo image for version 1.4 o of the Vulkan api with it's mascots: A dragon, a bunny and a hammer-wielding armadillo.

Logo image for version 1.4 o of the Vulkan api with it's mascots: A dragon, a bunny and a hammer-wielding armadillo.

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...

1 year ago 20 5 0 0
GPU driven rendering in AnKi 3D Engine
GPU driven rendering in AnKi 3D Engine YouTube video by Panagiotis Christopoulos Charitos

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...

1 year ago 33 2 0 1
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Graphics Programming weekly - Issue 367 - November 24th, 2024 www.jendrikillner.com/post/graphic...

1 year ago 94 31 0 0
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Thank you! It's too late to change the video but I've updated the slides.

The global descriptor set has a bunch of texel buffers (vertex streams), storage buffers (GPU scene objects & uniforms) and a uniform buffer.

1 year ago 1 0 0 0
GPU driven rendering in AnKi 3D Engine
GPU driven rendering in AnKi 3D Engine YouTube video by Panagiotis Christopoulos Charitos

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...

1 year ago 9 5 1 0