Han Yang's Portfolio
Vulkan Projects
VK PBR and Skeleton Animation
This is a start up project for me, to make sure that I can setup a vulkan rendering pipeline and combine my graphics knowledge with a modern API.
Intimidating at first, but soon I fell in love with the explicitness and clarity that vulkan provides.
This project implemented a complete PBR pipeline in vulkan (including diffuse and specular IBL) and GLTF skeleton animations with a ACES tonemapping pass.



Variable rate shading (VRS) in Vulkan
Adjust shading rate to reduce shading cost and at the same time avoiding quality degradation.
Ported nvidia's DirectX implementation into Vulkan.
Reference: Yang, Lei and Zhdan, Dmitry and Kilgariff, Emmett and Lum, Eric B. and Zhang, Yubo and Johnson, Matthew and Rydgard, Henrik, Visually Lossless Content and Motion Adaptive Shading in Games

VRS off

VRS on

Shading rate visualization


