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A tutorial series demonstrating how OpenGL, Vulkan, Metal, and DirectX work by building a software renderer from scratch in 500 lines of C++ with no external libraries.
This tutorial series teaches how to write a software renderer from scratch in 500 lines of C++, explaining the inner workings of modern 3D graphics APIs.
A developer successfully integrated Gemma 4 AI model into the Godot game engine using only GDScript and Vulkan compute shaders, enabling local AI inference within games.
A developer shares their implementation of a bindless GPU abstraction layer called Loon GPU, layered on Vulkan 1.3 and Metal 4, inspired by Sebastian Aaltonen's 'No Graphics API' blog post. The library uses GPU pointers, vertex pulling, and bindless texture heaps to simplify modern graphics APIs.
A project to bring Vulkan support to NetBSD using Mesa's Lavapipe software driver has reached beta, with the driver building and installing on NetBSD 10.1 amd64 and prebuilt binaries forthcoming.
A deep dive into the Linux graphics stack, tracing from GPU triangle drawing through Mesa3D, GLFW, OpenGL, Vulkan, Wayland, and Linux DRM to understand how the system works.
The zimage-ncnn tool adds LanPaint inpainting and ControlNet control features. No Python/PyTorch/CUDA required, only depends on C++ and ncnn, supports fully local offline operation on Vulkan or CPU.
This pull request makes tensor parallelism (TP) viable in llama.cpp when using the Vulkan backend, enabling distributed inference across multiple GPUs.
A traditional oil painting artist developed the open-source tool Bob Jack Painter, which uses a real-time camera to map oil paint textures from a physical canvas onto 3D models, enabling the workflow of texturing digital 3D objects with real oil paint.
llama.cpp adds support for granite-speech-4.1-2b and LFM embedding models, introduces multiple Vulkan backend enhancements (e.g., CONV_3D, spec constants, overflow fixes), and includes UI/UX improvements and miscellaneous fixes.
A comparison of AI inference frameworks ROCm, Vulkan, and vLLM running on dual AMD Radeon 9700 GPUs, likely benchmarking performance for large language models.
Minecraft Java Edition 26.2 introduces the Chaos Cubed update with the Sulfur Cube mob, Sulfur Caves biome, new blocks, music, Friends List, and experimental Vulkan 1.2 rendering support.
A user benchmarks a modded AMD V620 GPU flashed with W6800 firmware and a custom blower fan for running LLMs via Vulkan and ROCm backends, comparing performance on Qwen2.5-27B at various quantization levels.
The author discovered that compiling llama.cpp with both CUDA and Vulkan backends simultaneously is possible, yielding a ~10% improvement in tokens/sec for decoding. They plan to run further benchmarks to assess the benefits.
The react-native-executorch library now integrates Google's Gemma 4 model, enabling fully offline, GPU-accelerated inference in React Native apps using Vulkan on Android and MLX on Apple Silicon.
Comparison of four large language models (≤120B parameters) on deep context performance using Strix Halo hardware. Nemotron Super excels in prompt processing speed at deep context depths compared to GPT-OSS and Qwen models.
An Android phone is repurposed as a portable GGUF inference server with Vulkan acceleration, exposing an OpenAI-compatible endpoint via LiteLLM and Tailscale mesh for integration into a self-hosted AI cluster.
A fork of llama.cpp integrating TurboQuant+ for advanced KV-cache and weight quantization, with cross-backend kernel support (Apple Silicon, NVIDIA CUDA, AMD ROCm, Vulkan) and used in production by LocalAI, Chronara, and AtomicChat.
User benchmarks the APEX quantized version of Gemma4 26B A4B model on AMD RX 9060 XT, achieving 38 tps at 90k context with no quality degradation, finding it better than previous quantizations.
A user successfully set up a dual-GPU llama-cpp server with 48GB VRAM using an AMD Radeon PRO and 7800 XT via Vulkan in Docker on Kubuntu 24.04.