Hirad Yazdanpanah
Game Mechanics & Procedural Tooling with Vulkan API
Summary
SDF raymarching algorithms have been typically slow for real-time use until today. And no matter how optimized and efficient they are, real-time and interactive usage of these algorithms, once the CPU-GPU communication occurs, can be quite resource-intensive and expensive, which may lead to low performance and stalling the application. This thesis describes a Vulkan-based implementation for SDF Raymarching in real-time aiming to provide a proof-of-concept, as a mean for creating efficient solutions that simplify runtime evaluation of complex data through the GPU with a low-overhead CPU to GPU abstraction.
Thesis Game Mechanics & Procedural Tooling with Vulkan API