Oreilly - Vulkan Programming
by Kai Niklas | Released March 2017 | ISBN: 9781786460714
Create impressive, stunning visuals for cross platform applications using next generation graphics api – VulkanAbout This VideoBecome competent in building stunning cross-platform graphics with Vulkan APILearn wide range of graphic programming techniques to help you get the maximum out of VulkanHarness the power of GPU and CPU with several rendering and buffering techniquesIn DetailVulkan – next generation graphics API, is the latest offering by Khronos, the group behind standards such as OpenGL, OpenGL ES, OpenCL and WebGL. Since the release of OpenGL (24 years back), a lot has changed in the field of graphics and many of the OpenGL concepts no longer dwell well with the current hardware and software advancements. Vulkan aims to be the next industry standard Graphic API that seeks to address issues faced by its contemparies while ensuring superior performance.This video will train you on how to harness the power of cross platform Api – Vulkan. It will demonstrate key concepts using sophisticated techniques on shaders, rendering, texturing, lighting, modelling and so on. The video will be packed with practical examples and methodologies for achieving stunning graphics by maximizing power of GPU and CPU. We will have a modular approach here wherein each core graphics programming technique would be taught with a practical example. Show and hide more
- Chapter 1 : The Basic Setup
- The Course Overview 00:03:33
- Installation and Setup 00:04:51
- Visual Studio VULKAN Project 00:02:32
- The First VULKAN Window 00:02:05
- The WinMain Function 00:03:42
- Creating and Showing the First VULKAN Window 00:02:19
- The Messaging in Window Systems 00:04:03
- Chapter 2 : The VULKAN Elements
- VULKAN Instance 00:13:16
- VULKAN Surface 00:04:30
- VULKAN Devices 00:08:49
- VULKAN Swap-Chain 00:06:11
- VULKAN Images 00:06:03
- VULKAN Queues 00:03:43
- VULKAN Framebuffers 00:07:14
- Chapter 3 : VULKAN Shaders and Pipelines
- First VULKAN Output 00:10:18
- VULKAN Vertex Buffer 00:08:49
- Vertex Shader 00:05:05
- Fragment Shader 00:02:36
- Loading the Shaders 00:12:48
- Descriptors and Bindings 00:06:52
- VULKAN Pipelines 00:15:57
- The Final Render-Call 00:11:53
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