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Vulkan..

Vulkan is doing all the hard work ...

 

Vulkan is a low-level graphical API (similar to OpenGL and DirectX) for communicating/rendering high-performance graphics.

These tutorials and samples are intended to complement and extend the `Vulkan Coffee Book' - a `beginners' introduction to programming Vulkan (a taster).

To be clear - the emphasis of the samples is to present stripped down examples (minimal and basic). Once you're up and running, there's a massive number of websites and resources online with additional resources and information to enable you to go above and beyond with Vulkan.

The aims of these `minimal working demos' is:
*. have fun learning Vulkan
*. small self-contained examples
*. teach the underpinnings of the Vulkan API
*. help simplify complicated concepts
*. minimal working builds
*. easy to compile and run
*. help make the topic interesting
*. share ideas and tips

`Not' the aim:
*. develop a framework
*. build an entire game-engine
*. compare and develop cross platform libraries



Vulkan API Programming Samples (C/C++/Visual Studio/Win32)


Vulkan Programming Notes



Simplified Vulkan API High-Level Overview


An illustration of the major components in Vulkan (i.e., components present in most applications).




Other Vulkan Texts




Introduction to Vulkan and the Graphics API

Computer Graphics & Vulkan


Support material for the textbook Introducing computer graphics and the Vulkan API. The book's aim is to provide you with a grounds-up practical perspective of the topic with interesting examples that are easy to dissect and understand. Of course, the topic is organised around the Vulkan API, while introducing you to other important graphical aspects, such as, programming shaders and their enormous flexibility and possibilities. Importantly, this is an `introductory' text - a guide to getting started with computer graphics using the Vulkan API.

To be clear - the emphasis of the examples is to present minimal (basic) implementations from which the you can extend and build upon (i.e., not to build upon a framework or lot of wrapper classes - in essence, a raw taste of the core principles).
Once you're up and running, there's a massive number of websites and resources online with additional material and information to enable you to go above and beyond with Graphics and Vulkan (note the support code is for both the 1st/2nd revisions of the book)


Getting Started Ray-Tracing using Vulkan API

Vulkan Ray-Tracing (Ray-Tacing Pipeline Extension)


Mix of examples, souce code, information/tutorials focusing specifically on ray-tracing and the Vulkan API (Details).

To be clear - the emphasis of the examples is to present minimal (basic) implementations from which the you can extend and build upon (i.e., not to build upon a framework or lot of wrapper classes - in essence, a raw taste of the core principles).



 

 

 

 

 

 

 

 

 

 

 
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