Panagiotis Christopoulos-Charitos / AnKi 3D engine's Avatar

Panagiotis Christopoulos-Charitos / AnKi 3D engine

@panoscc.bsky.social

Graphics programmer http://anki3d.org | http://github.com/godlikepanos

101 Followers  |  97 Following  |  9 Posts  |  Joined: 16.11.2024  |  1.605

Latest posts by panoscc.bsky.social on Bluesky

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Having fun with physics. Jolt seems to be working fine

15.09.2025 13:32 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Ray-traced reflections and GI (or using the correct terms: indirect specular and indirect diffuse) with some animated stuff

24.08.2025 07:22 โ€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Ray-traced global illumination in AnKi. A mix of rays traced from the G-buffer (1st bounce) and probes (2nd bounce + volumetrics)

#raytracing #vulkan

19.06.2025 18:15 โ€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Graphics Programming weekly - Issue 386 - April 6th, 2025 www.jendrikillner.com/post/graphic...

07.04.2025 14:03 โ€” ๐Ÿ‘ 64    ๐Ÿ” 21    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 1
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Graphics Programming weekly - Issue 381 - March 2nd, 2025 www.jendrikillner.com/post/graphic...

03.03.2025 15:18 โ€” ๐Ÿ‘ 87    ๐Ÿ” 24    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 1
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Graphics Programming weekly - Issue 379 - February 16th, 2025 www.jendrikillner.com/post/graphic...

17.02.2025 14:27 โ€” ๐Ÿ‘ 69    ๐Ÿ” 24    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

VK/D3D12 simplified pipeline barriers featured in Jendrik's list

10.02.2025 14:36 โ€” ๐Ÿ‘ 6    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Simplified pipeline barriers One of the challenges of low level APIs such as Vulkan and D3D12 is synchronization of GPU work. The most used primitive in GPU synchronization is pipeline barriers and if someone takes a look at vโ€ฆ

New article on how to simplify pipeline barriers in Vulkan and D3D12 (Extended Barriers) for desktop and mobile. Contains some esoteric knowledge on how some HW/drivers work. anki3d.org/simplified-p...

04.02.2025 13:36 โ€” ๐Ÿ‘ 20    ๐Ÿ” 5    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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The D3D12 backend of AnKi is now working with some minor validation warnings. Ray tracing support will be added soon.

04.01.2025 13:27 โ€” ๐Ÿ‘ 20    ๐Ÿ” 1    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
Logo image for version 1.4 o of the Vulkan api with it's mascots: A dragon, a bunny and a hammer-wielding armadillo.

Logo image for version 1.4 o of the Vulkan api with it's mascots: A dragon, a bunny and a hammer-wielding armadillo.

The #Vulkan Hardware Capability Viewer and database now fully support @vulkan.org Vulkan 1.4. Downloads for the client application are available for Windows, Linux, Android and Mac.

Download at: vulkan.gpuinfo.org/download.php

More info at: www.saschawillems.de/blog/2024/12...

06.12.2024 11:33 โ€” ๐Ÿ‘ 20    ๐Ÿ” 5    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
GPU driven rendering in AnKi 3D Engine
YouTube video by Panagiotis Christopoulos Charitos GPU driven rendering in AnKi 3D Engine

Reminding that there is a 52' video presentation on GPU driven rendering. Covers:
- GPU persistent data (bindless textures++)
- GPU occlusion culling (fully in the GPU)
- Mesh shaders & fallback
- Performance on nVidia
www.youtube.com/watch?v=QNN3...

02.12.2024 20:39 โ€” ๐Ÿ‘ 34    ๐Ÿ” 3    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 1
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Graphics Programming weekly - Issue 367 - November 24th, 2024 www.jendrikillner.com/post/graphic...

25.11.2024 15:27 โ€” ๐Ÿ‘ 93    ๐Ÿ” 31    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Thank you! It's too late to change the video but I've updated the slides.

The global descriptor set has a bunch of texel buffers (vertex streams), storage buffers (GPU scene objects & uniforms) and a uniform buffer.

25.11.2024 14:41 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
GPU driven rendering in AnKi 3D Engine
YouTube video by Panagiotis Christopoulos Charitos GPU driven rendering in AnKi 3D Engine

This took quite some time to make. So here it is: GPU driven rendering in AnKi. Will be covering: GPU persistent data, GPU occlusion, mesh shaders and more www.youtube.com/watch?v=QNN3...

21.11.2024 11:54 โ€” ๐Ÿ‘ 9    ๐Ÿ” 5    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

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