Link

Referências

BRIGHT, P. Vulkan is coming to macOS and iOS, but no thanks to Apple. [S.l.], 2018. Disponível em: <https://arstechnica.com/gadgets/2018/02/vulkan-is-coming-to-macos-ios-but-no-thanks-to-apple/>.Acesso em: 4 set. 2019.

DARBY, J. Beginning OpenGL Game Programming. [S.l.]: Course Technology, 2014. (IT Pro). ISBN 9781598637236.

DAVIS, J. Panel of graphics experts discusses Vulkan at the Khronos Paris chapter. [S.l.], 2016. Disponível em: <https://www.imgtec.com/blog/panel-discusses-vulkan-khronos-paris-chapter/>. Acesso em: 3 jan. 2019.

EKSTRAND, J. The Anatomy of a Vulkan Driver. [S.l.], 2016. Disponível em: <https://www.x.org/wiki/Events/XDC2016/Program/ekstrand_vulkan/>. Acesso em: 20 nov. 2018.

GOIS, J. P.; BATAGELO, H. C. Interactive graphics applications with opengl shading language and qt. In: IEEE. Graphics, Patterns and Images Tutorials (SIBGRAPI-T), 2012 25th SIBGRAPI Conference on. [S.l.], 2012. p. 1–20.

HAJDARBEGOVIC, N. A Brief Overview Of Vulkan API. [S.l.], 2015. Disponível em: <https://www.toptal.com/api-developers/a-brief-overview-of-vulkan-api>. Acesso em: 20 nov. 2018.

HALFACREE, G. Epic Games adds Vulkan support to Unreal Engine 4. [S.l.], 2016. Disponível em: <https://www.bit-tech.net/news/gaming/pc/vulkan-unreal-engine-4/1/>. Acesso em: 4 set. 2019.

HEBERT, C. Vulkan Memory Management. [S.l.], 2016. Disponível em: <https://developer.nvidia.com/vulkan-memory-management>. Acesso em: 11 out. 2018.

HECTOR, T. Vulkan: Explicit operation and consistent frame times. [S.l.], 2015. Disponível em: <https://www.imgtec.com/blog/vulkan-explicit-operation-and-consistent-frame-times/>. Acesso em: 09 out. 2018.

HENRIKSEN, K.; SPORRING, J.; HORNBæK, K. Virtual trackballs revisited. IEEE transactions on visualization and computer graphics, v. 10, p. 206–16, 03 2004.

KARLSSON, B. Vulkan in 30 minutes. [S.l.], 2016. Disponível em: <https://renderdoc.org/vulkan-in-30-minutes.html>. Acesso em: 20 nov. 2018.

KESSENICH, J. An Introduction to SPIR-V. [S.l.], 2015. Disponível em: <https://www.khronos.org/registry/spir-v/papers/WhitePaper.pdf>. Acesso em: 12 out. 2018.

KHRONOS. Vulkan - Graphics and Compute Belong Together. [S.l.], 2015. Disponível em: <https://www.khronos.org/assets/uploads/developers/library/overview/2015_vulkan_v1_Overview.pdf>. Acesso em: 10 out. 2018.

KHRONOS. Vulkan 1.0.88 - A Specification (with KHR extensions). [S.l.], 2018. Disponível em: <https://www.khronos.org/registry/vulkan/specs/1.0-wsi_extensions/pdf/vkspec.pdf>. Acesso em: 10 out. 2018.

KHRONOS. Selecting a Shading Language. [S.l.], 2019. Disponível em: <https://www.khronos.org/opengl/wiki/Selecting_a_Shading_Language>. Acesso em: 4 sep. 2019.

KHRONOS. Uniform (GLSL) — OpenGL Wiki. [S.l.], 2019. Disponível em: <http://www.khronos.org/opengl/wiki_opengl/index.php?title=Uniform_(GLSL)&oldid=14539>. Acesso em: 4 set. 2019.

KHRONOS. Selecting a Shading Language. [S.l.], 2019. Disponível em: <https://www.khronos.org/opengl/wiki/Selecting_a_Shading_Language>. Acesso em: 4 set. 2019.

KHRONOS. Uniform (GLSL) — OpenGL Wiki,. [S.l.], 2019. Disponível em: <http://www.khronos.org/opengl/wiki_opengl/index.php?title=Uniform_(GLSL)&oldid=14539>. Acesso em: 4 set. 2019.

KUBISCH, C. Transitioning from OpenGL to Vulkan. [S.l.], 2016. Disponível em: <https://developer.nvidia.com/transitioning-opengl-vulkan>. Acesso em: 09 out. 2018.

KUNDURTHY, P. et al. Rendering Objects in Parallel Using Vulkan APIs. [S.l.], 2018. Disponível em: <https://software.intel.com/en-us/articles/rendering-objects-in-parallel-using-vulkan-apis>. Acesso em: 4 set. 2019.

LARABEL, M. Stadia Is Google’s Cloud Gaming Service Using Linux, Vulkan & A Custom AMD GPU. [S.l.], 2019. Disponível em: <https://www.phoronix.com/scan.php?page=news_item&px=Google-Stadia-Vulkan-Linux>. Acesso em: 4 set. 2019.

LIAN, A. 5.6 is now available and completes the Unity 5 cycle. [S.l.], 2017. Disponível em: <https://blogs.unity3d.com/2017/03/31/5-6-is-now-available-and-completes-the-unity-5-cycle/>. Acesso em: 4 set. 2019.

MICHAUD, S. Breaking: OpenCL Merging Roadmap into Vulkan. [S.l.], 2017. Disponível em: <https://www.pcper.com/reviews/General-Tech/Breaking-OpenCL-Merging-Roadmap-Vulkan>. Acesso em: 20 nov. 2018.

OVERVOORDE, A. Vulkan Tutorial. [S.l.], 2018. Disponível em: <https://vulkan-tutorial.com/>. Acesso em: 20 nov. 2018.

PAWEL, L. API without Secrets: Introduction to Vulkan Part 0: Preface. [S.l.], 2016. Disponível em: <https://software.intel.com/en-us/articles/api-without-secrets-introduction-to-vulkan-preface>. Acesso em: 11 out. 2018.

PAWEL, L. API without Secrets: Introduction to Vulkan Part 1: The Beginning. [S.l.], 2016. Disponível em: <https://software.intel.com/en-us/articles/api-without-secrets-introduction-to-vulkan-part-1>. Acesso em: 11 out. 2018.

PHONG, B. T. Illumination for computer generated pictures. Commun. ACM, Association for Computing Machinery, New York, NY, USA, v. 18, n. 6, p. 311–317, jun. 1975. ISSN 0001-0782. Disponível em: <https://doi.org/10.1145/360825.360839>.

QT. QVulkanInstance Class Reference. [S.l.], 2018. Disponível em: <https://doc.qt.io/qt-5.11/qvulkaninstance.html>. Acesso em: 20 nov. 2018.

QT. QVulkanWindow Class Reference. [S.l.], 2018. Disponível em: <https://doc.qt.io/qt-5.11/qvulkanwindow.html>. Acesso em: 20 nov. 2018.

QT. QVulkanWindowRenderer Class Reference. [S.l.], 2018. Disponível em: <https://doc.qt.io/qt-5.11/qvulkanwindowrenderer.html>. Acesso em: 20 nov. 2018.

QT. Qt NFC. [S.l.], 2019. Disponível em: <https://doc.qt.io/qt-5/qtnfc-index.html>. Acesso em: 20 dec. 2019.

QT. Qt Sensors. [S.l.], 2019. Disponível em: <https://doc.qt.io/qt-5/qtsensors-index.html>. Acesso em: 20 dec. 2019.

QT. Qt WebEngine Overview. [S.l.], 2019. Disponível em: <https://doc.qt.io/qt-5/qtwebengine-overview.html>. Acesso em: 20 dec. 2019.

ROBOTISTA. Vulkan vs OpenGL – part 1. [S.l.], 2017. Disponível em: <https://cybertic.cz/vulkan-vs-opengl-part-1>. Acesso em: 20 nov. 2018.

SAWICKI, A. Understanding Vulkan objects. [S.l.], 2017. Disponível em: <https://gpuopen.com/understanding-vulkan-objects/>. Acesso em: 20 nov. 2018.

SELLERS, G.; KESSENICH, J. Vulkan Programming Guide: The Official Guide to Learning Vulkan. [S.l.]: Pearson Education, 2016. (OpenGL). ISBN 9780134464688.

SINGH, P. Learning Vulkan. [S.l.]: Packt Publishing, 2016. ISBN 9781786460844.