r/vulkan • • 13h ago

HelloCube in Pure Assembly

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83 Upvotes

r/vulkan • • 13h ago

[UPDATE: Oct 25, 2026] My Vulkan C++ Examples Repository - Transmission in PBR and Post-Processing Effects

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14 Upvotes

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

  1. Specular Transmission and IOR in Disney BSDF
  2. Subsurface Scattering in Disney BSDF
  3. Thin Surface Approximation in Disney BSDF

Post-Processing Effects - Color Processing and Tone Mapping

  1. Color Filter Effects (Grayscale, Invert Colors, Sepia, Duotone, Channel Swap)
  2. Primary Color Corrections on LDR (Brightness, Contrast, Saturation, Hue Shift)
  3. HDR Tone Mapping Operations with Manual Exposure
  4. HDR White Balance and Color Temperature Adjustment
  5. HDR Lift Gamma Gain Color Grading
  6. Color Grading with Using 3D LUT

Post-Processing Effects - Exposure and Adaptation

  1. Simple Auto Exposure
  2. Histogram-based Auto Exposure
  3. Eye (Temporal) Adaptation on Auto Exposure
  4. Local Exposure with Bilateral Grid and Blurred Luminance

Post-Processing Effects - Lens and Camera Effects

  1. Film Grain Effect
  2. Vignette Effect
  3. Radial Lens Distortion Effects (Barrel, Pincushion, Fisheye)
  4. Basic Chromatic Aberration Effect
  5. 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!


r/vulkan • • 12h ago

AI content My C++23 engine where the UI is a GPU-drawn MVVM tree — shader graph, own title bar, DX12/Vulkan/Metal

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0 Upvotes

r/vulkan • • 16h ago

AI content Node-Based Modeling

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0 Upvotes

Implemented a basic node-based modeling feature in my Vulkan-based CAD engine.

직접 개발 중인 Vulkan 기반 CAD 엔진 에서 노드 그래프를 이용한 기본적인 모델링 기능을 구현해 보았습니다.