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Graphics

Vulkan PBR Demo

Physically based rendering research demo built with C++, Vulkan and shader programming.

Period

2021

Role

Graphics Programmer

Status

Research demo

C++VulkanGLSLPBRShader programmingGraphics research
Vulkan PBR demo material spheres

8 mo

graphics research

PBR

material workflow

Technical snapshot

Final-year technical graphics work exploring physically based rendering, Vulkan pipeline setup, material parameters, lighting models and documentation of implementation results.

Implemented a rendering demo around physically based material behaviour.
Worked with Vulkan setup, shader code, lighting and visual documentation.
Produced an accompanying technical report and visual demo.

Overview

This project focused on implementing and documenting a physically based rendering workflow using Vulkan. It was built as final-year technical work and positioned as a graphics programming research demo rather than a gameplay project.

My contribution

  • Implemented the rendering demo around PBR material principles.
  • Worked with shader programming and material parameters.
  • Documented implementation decisions, visuals and technical results.
  • Built the project as a focused graphics programming case study.

Technical focus

The strongest angle for the portfolio is clarity: this project should communicate graphics programming fundamentals, pipeline understanding and the ability to turn a technical rendering topic into a documented demo.

Gallery

Physically based rendering material spheres demo