Design and Implementation of a Vulkan-Based Rasterization System in the PC Environment

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Authors: M. Kin, N. Baek
Cited by: 0

Abstract

Graphics application programming interfaces (APIs) for threedimensional (3D) rendering have been employed in computer graphics. Traditional 3D graphics APIs, such as Open Graphics Library (OpenGL), have structured the entire pipeline for the programmer’s convenience and are relatively easy to use. With the advancement of graphics hardware technology, new graphics APIs, including Vulkan, have been introduced to control specific function units of the graphics card and reveal the graphics processing power. Vulkan has many advantages, such as graphics processing power and parallel processing support. However, it also has the disadvantage of increasing the implementation costs because it requires detailed controls. This paper aims to implement a rasterization pipeline that applies a local illumination model with Vulkan. The implemented system can be used for standardized 3D graphics tasks as is and can also be used as a starting point for varying the pipeline configurations. This work designs and implements a Vulkan-based local rasterization pipeline. With this implemented platform, practical 3D rendering scenes are executed to be compared and analyzed with the rendering results from traditional OpenGL. The experimental results demonstrate the correctness and efficiency of the implementation. The implementation will be used as a testbed for various rendering experiments in the future.OPEN ACCESS Received: 27/07/2025 Accepted: 11/10/2025 Published: 23/01/2026

Fields of Study & Subjects

Computer Graphics and Visualization Techniques Parallel Computing and Optimization Techniques 3D Shape Modeling and Analysis

Publication details

Journal / source
Revista Internacional de Métodos Numéricos para Cálculo y Diseño en Ingeniería
Volume
42
Issue
1
Publication date
1 January 2026
Language
EN