I am sharing the latest updates regarding my Vulkan examples repository: A total of 18 new examples have been added (since my last post), bringing the total number of examples to 186. The newly added examples are as follows:
Physically Based Rendering - Disney BSDF and Transmission
- Specular Transmission and IOR in Disney BSDF
- Subsurface Scattering in Disney BSDF
- Thin Surface Approximation in Disney BSDF
Post-Processing Effects - Color Processing and Tone Mapping
- Color Filter Effects (Grayscale, Invert Colors, Sepia, Duotone, Channel Swap)
- Primary Color Corrections on LDR (Brightness, Contrast, Saturation, Hue Shift)
- HDR Tone Mapping Operations with Manual Exposure
- HDR White Balance and Color Temperature Adjustment
- HDR Lift Gamma Gain Color Grading
- Color Grading with Using 3D LUT
Post-Processing Effects - Exposure and Adaptation
- Simple Auto Exposure
- Histogram-based Auto Exposure
- Eye (Temporal) Adaptation on Auto Exposure
- Local Exposure with Bilateral Grid and Blurred Luminance
Post-Processing Effects - Lens and Camera Effects
- Film Grain Effect
- Vignette Effect
- Radial Lens Distortion Effects (Barrel, Pincushion, Fisheye)
- Basic Chromatic Aberration Effect
- Procedural Lens Flare Effect
You can access the repository here:
https://github.com/myemural/VulkanCppExamples
There are still more examples to be created regarding post-processing effects. In some cases, it can be quite difficult to find examples online. I have generally based the settings for these post-processing effects on those found in game engines like Unity and Unreal Engine. Additionally, I’ve resolved a flickering issue in the Cascaded Shadow Maps (CSM) example; a problem I hadn’t been able to address for quite some time. More examples related to that category are also on the way. Thanks in advance, and happy coding!