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Vulkan is a powerful new 3D graphics API from the Khronos Group, the same consortium that developed its spiritual predecessor, OpenGL and other related standards. Like OpenGL, Vulkan targets high-performance real-time 3D graphics applications such as games and interactive media, but offers higher performance and lower CPU usage, much like Direct3D 12 and Metal. This whitepaper, written in 2016 by Dr Sean Harmer, offers a fascinating quick-start primer on the nine things you need to know about this shiny new API.

Physically based rendering (PBR) emulates the interaction between light and materials and is a trend in real-time rendering. It offers developers more realistic computer generated imagery and is fast becoming a standard in the gaming world. This paper by Dr Sean Harmer offers an exhilarating ten-minute guide to the essentials.

The City Lights demo showcases Qt 3D's novel implementation of deferred rendering pipeline. Unlike OpenGL's forward renderer which limits the number of on-screen lights, Qt 3D separates geometry from lighting considerations, massively reducing complexity. This enables the demo to run at 60fps on modest hardware despite containing approximately 1500 real-time lights.

Physics Based Rendering (PBR) is the latest and greatest trend in real-time rendering yielding much more visually believable images than the traditional Phong or ad-hoc lighting models. The underlying concept is that the shaders should use physical principles in the encoded models - chief of which are conservation of energy and the Fresnel effect.

Qt 3D 2.0 introduces an Entity-Component-System architecture replacing traditional inheritance hierarchies. Features multi-threaded rendering with declarative frame graph configuration through QML, supporting advanced techniques like tessellation and deferred rendering. The extensible aspect system allows custom functionality integration while maintaining scalability across CPU cores.

This is the second part of an in-depth look at improving the visual quality and computational throughput of systems with OpenGL from a KDAB expert and the maintainer of Qt 3D, writing for the USA's premium magazine for embedded computing: RTC magazine.

This is the first part of an in-depth look at improving the visual quality and computational throughput of systems with OpenGL from a KDAB expert and the maintainer of Qt 3D, writing for the USA's premium magazine for embedded computing: RTC magazine.

This paper outlines the sticking points migrating from OpenGL ES to OpenGL SC, with a summary of the code affected, the rationale for each change, and workarounds.