In this article, we are referring to the various problems we encountered when it comes to sandwiching compute tasks during graphics processing in Vulkan®. To find out exactly what we’re talking about be sure to read part one first.
Gerry Raptis is an engineer. He always has been one, despite jumping a few times between fields (civil engineering to software engineering then information systems to graphics, C# and Java to C++ and graphics APIs). His main passions are physical simulations, including chiefly – but not limited to – graphics and physics. He is part of the DevTech team at Imagination Technologies, working as the lead engineer for the PowerVR SDK.