3D-Renderöinti Vulkan-rajapinnalla

Nykypäivänä 3D-grafiikkaa käytetään lukuisissa käyttökohteissa, useilla eri käyttöjärjestelmillä ja sitäkin moninaisimmilla laitteilla. Tästä laitteiden ja ohjelmistojen kirjosta johtuen useimmat kehittäjät päätyvät käyttämään alustariippumatonta grafiikkarajapintaa renderöinnin toteutukseen. Tässä...

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Main Author: Jylhä, Patrik
Other Authors: Informaatioteknologian tiedekunta, Faculty of Information Technology, Informaatioteknologia, Information Technology, Jyväskylän yliopisto, University of Jyväskylä
Format: Bachelor's thesis
Language:fin
Published: 2023
Subjects:
Online Access: https://jyx.jyu.fi/handle/123456789/87074
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author Jylhä, Patrik
author2 Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology Jyväskylän yliopisto University of Jyväskylä
author_facet Jylhä, Patrik Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology Jyväskylän yliopisto University of Jyväskylä Jylhä, Patrik Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology Jyväskylän yliopisto University of Jyväskylä
author_sort Jylhä, Patrik
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description Nykypäivänä 3D-grafiikkaa käytetään lukuisissa käyttökohteissa, useilla eri käyttöjärjestelmillä ja sitäkin moninaisimmilla laitteilla. Tästä laitteiden ja ohjelmistojen kirjosta johtuen useimmat kehittäjät päätyvät käyttämään alustariippumatonta grafiikkarajapintaa renderöinnin toteutukseen. Tässä tutkielmassa pyritään selvittämään Vulkanin ja OpenGL-rajapinnan eroja sekä tutkitaan syitä miksi kehittäjä valitsisi Vulkanin modernin renderöijän kehitykseen OpenGL:n sijasta. Today, 3D graphics are use in many different applications, on many different operating systems and on many different devices. Because of this variety of devices and software, most developers end up using a cross-platform graphics API for rendering. In this thesis, we try to find out the differences between Vulkan and OpenGL APIs and to investigate the reasons why a developer would choose Vulkan over OpenGL for the development of a modern renderer.
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spellingShingle Jylhä, Patrik 3D-Renderöinti Vulkan-rajapinnalla Vulkan OpenGL GPU CPU grafiikkaliukuhihna renderöinti alustariippumaton kehitys Tietotekniikka Mathematical Information Technology 602 tietokonegrafiikka suorituskyky tietotekniikka ohjelmointi
title 3D-Renderöinti Vulkan-rajapinnalla
title_full 3D-Renderöinti Vulkan-rajapinnalla
title_fullStr 3D-Renderöinti Vulkan-rajapinnalla 3D-Renderöinti Vulkan-rajapinnalla
title_full_unstemmed 3D-Renderöinti Vulkan-rajapinnalla 3D-Renderöinti Vulkan-rajapinnalla
title_short 3D-Renderöinti Vulkan-rajapinnalla
title_sort 3d renderöinti vulkan rajapinnalla
title_txtP 3D-Renderöinti Vulkan-rajapinnalla
topic Vulkan OpenGL GPU CPU grafiikkaliukuhihna renderöinti alustariippumaton kehitys Tietotekniikka Mathematical Information Technology 602 tietokonegrafiikka suorituskyky tietotekniikka ohjelmointi
topic_facet 602 CPU GPU Mathematical Information Technology OpenGL Tietotekniikka Vulkan alustariippumaton kehitys grafiikkaliukuhihna ohjelmointi renderöinti suorituskyky tietokonegrafiikka tietotekniikka
url https://jyx.jyu.fi/handle/123456789/87074 http://www.urn.fi/URN:NBN:fi:jyu-202305223148
work_keys_str_mv AT jylhäpatrik 3drenderöintivulkanrajapinnalla