Derive the form of the projection matrix mathematically
Derive the form of the projection matrix mathematically
Camera Intrinsic and Extrinsic
Deriving the Camera Intrinsic and Extrinsic Matrices.
Achieving rasterization with BaryCentric Coordinate.
Make atomicAdd Faster in Vulkan
Global counter, shared counter and subgroup optimization.
In this post, we will discuss how data is transferred between hosts and devices.
A collection of diagrams to help understand various Vulkan topics.
Common Techniques for Defining Shader Code
Introducing three common techniques.
Setting up Vulkan development environment on MacOS using Xcode.
Context, State and Resource in OpenGL
OpenGL is fundamentally a state machine, and these three concepts—Context, State, and Resource—play a crucial role in its operation.
In photography, exposure value represents the combination of shutter speed and aperture size.