Chapter X: going further

Warning

This chapter is future work (ETA October 2025)

This is a lazy chapter whose only aim is to provide some pointers.

A. Raytracing

B. Tesselation

tesselation this resource

C. Geometry shaders

D. Indirect rendering and GPU-side culling

E. Voxel engines

F. Device groups

VK_KHR_device_group

Move to appropriate section

Texture arrays instead of textures: (see this stackoverflow answer)

When not to use virtual texturing? Actual performance? discussion

Vertex pulling (push vertex, generate data around it)

GPU-driven rendering, device generated commands