Putting it all together into a Vulkan demo
To wrap up our minimalist Vulkan rendering engine, we’ll bring together the techniques covered in Chapters 8, 10, and 11 into one demo application.
Our final Vulkan demo application showcases the Lumberyard Bistro scene with the following techniques and effects:
- Multisample anti-aliasing (MSAA)
- Screen-space ambient occlusion (SSAO)
- HDR rendering with light adaptation
- Directional shadow mapping with percentage-closer filtering (PCF)
- GPU frustum culling using compute shaders
- Order-independent transparency (OIT)
- Asynchronous loading of textures
In this recipe, we’ll focus on the details of how to integrate all these effects rather than on the individual techniques.
Getting ready
Ensure you have a solid understanding of all the recipes from this and previous chapters.
The demo application for this recipe is located in the Chapter11/06_FinalDemo
folder.