Vulkan Programming [Video]

Vulkan Programming [Video]

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Kai Niklas

Create impressive, stunning visuals for cross platform applications using next generation graphics api – Vulkan.
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Video Details

ISBN 139781786460714
Course Length2 hours and 27 minutes

Video Description

Vulkan – 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.

Style and Approach

The video will taken a modular approach offering viewers with comprehensive coverage on Vulkan application development. It will cover several techniques to optimize graphics applications and port it to different platforms.

Table of Contents

The Basic Setup
The Course Overview
Installation and Setup
Visual Studio VULKAN Project
The First VULKAN Window
The WinMain Function
Creating and Showing the First VULKAN Window
The Messaging in Window Systems
The VULKAN Elements
VULKAN Instance
VULKAN Surface
VULKAN Devices
VULKAN Swap-Chain
VULKAN Images
VULKAN Queues
VULKAN Framebuffers
VULKAN Shaders and Pipelines
First VULKAN Output
VULKAN Vertex Buffer
Vertex Shader
Fragment Shader
Loading the Shaders
Descriptors and Bindings
VULKAN Pipelines
The Final Render-Call

What You Will Learn

  • Setting up VULKAN Project and VULKAN Window and understanding the win main function as the startpoint of our vulkan application
  • Understanding the meaning and the function of the major VULKAN Elements, like: Surfaces, Devices, Swap-Chains, Images, Queues and Comand Buffers.
  • Get to know the Vulkan Pipleline and its stages.
  • Working of Vertex shader and Fragment shader
  • Organizing 3D data in code and how to store and load the 3d data into VULKAN app. 
  • Handling the 3D data and copying data to the GPU memory for fast use.Vulkan, vulkan api, graphics programming, opengl, opengl es, spir-v
  • Proper way of managing resources like buffers and images and the best way to keep and eye on memory management
  • Moving Data and presenting render results in VULKAN and what swap-chains can do.

Authors

Table of Contents

The Basic Setup
The Course Overview
Installation and Setup
Visual Studio VULKAN Project
The First VULKAN Window
The WinMain Function
Creating and Showing the First VULKAN Window
The Messaging in Window Systems
The VULKAN Elements
VULKAN Instance
VULKAN Surface
VULKAN Devices
VULKAN Swap-Chain
VULKAN Images
VULKAN Queues
VULKAN Framebuffers
VULKAN Shaders and Pipelines
First VULKAN Output
VULKAN Vertex Buffer
Vertex Shader
Fragment Shader
Loading the Shaders
Descriptors and Bindings
VULKAN Pipelines
The Final Render-Call

Video Details

ISBN 139781786460714
Course Length2 hours and 27 minutes
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