Dallin Clark — Graphics Programmer


This project is a Vulkan-based renderer I built from the ground up using C++20 and Vulkan-Hpp, designed to render scenes in real time. It supports real-time RTX shadow rays, physically based materials, area lights, denoising, multiple OBJ models with textures, and more. I built this in order to learn more about modern C++, hardware accelerated raytracing, Vulkan, and current graphics techniques.
Features
- Built from the ground up in C++20 using Vulkan and Vulkan-Hpp
- Physically accurate light transport with modern GPU ray tracing pipelines
- Acceleration structures (BLAS and TLAS) for optimized rendering
- Programmable ray tracing pipeline with closest-hit and any-hit shaders
- Supports multiple textured OBJ models with descriptor sets
- Storage image output with ray generation shaders writing directly to full-resolution images
- Custom Vulkan wrappers for descriptor pools, shader binding tables, and pipeline layouts
- Dynamic scene metadata loading and render graph building
- Live debugging video demonstration included