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On “How can I build my own 3D engine and fully understand every part of it?”
#vulkan#graphicsapi#validationlayers
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Beginner. No background in the topic needed.
53K views5 years ago2 recommendations
Graphics and audioSystems programmingGPUs, shaders and CUDARendering
Johannes Unterguggenberger introduces the fundamentals of the Vulkan API, including instance creation, devices, and queues.
Learn the essentials at the beginning of your journey as Vulkan developer in this lecture: Introduction Which kind of API is Vulkan? Fundamental API usage Installing the SDK and using the Vulkan Configurator A first code example Enable and use validation layers and use validation error messages. The three major Vulkan handles Instance creation: VkInstance Physical device selection: VkPhysicalDevice Logical device creation: VkDevice What are queues? Queue creation: VkQueue What are queue families? Extensions Enabling instance-level extensions Enabling device-level extensions This lecture has been recorded as part of the 186.832 Introduction to Computer Graphics course at TU Wien, winter term 2021. Brought to you by Johannes Unterguggenberger, Research Unit of Computer Graphics, Rendering and Modeling Group, Institute of Visual Computing & Human-Centered Technology, TU Wien. Slides can be downloaded here: cg.tuwien.ac.at/courses/EinfCG/slides/VulkanLectureSeries/EC…What people say. Recommended as a helpful academic lecture series for getting started with Vulkan.
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