Learn The Vulkan API With C++ - Udemy

Learn the Vulkan API with C++BestsellerHighest RatedRating: 4.6 out of 5(977 ratings)9,429 studentsDevelopmentProgramming LanguagesVulkan APIPreview this courseLearn the Vulkan API with C++Learn the fundamentals of the popular Vulkan API for modern graphics rendering using C++!BestsellerHighest RatedCreated byBen CookLast updated 4/2020EnglishEnglish [Auto],Spanish [Auto], 1 morePreview this course

What you'll learn

  • Create 3D graphical applications using C++ and the Vulkan API
  • What the Vulkan API is
  • Set up Vulkan to work on a GPU
  • Create essential Vulkan elements such as the Swapchain, Pipeline, and Command Buffers
  • Load in models from external files
  • Descriptor Sets and Push Constants (including Dynamic Uniform Buffers)
  • Implementing a Depth Buffer
  • Using Textures
  • Subpasses and Multiple Subpasses

Explore related topics

  • Vulkan API
  • Programming Languages
  • Development

Course content

4 sections • 32 lectures • 26h 9m total lengthExpand all sections

Introduction1 lecture • 6min

  • About This CoursePreview6:12

Vulkan Core17 lectures • 13hr 41min

  • [THEORY] Overview of VulkanPreview10:14
  • [CODE] Setup & Compatibility TestPreview34:33
  • [THEORY] Instances, Devices, and Validation Layers21:55
  • [CODE] Window, Instances, and Devices1:38:31
  • [CODE] Validation Layers0:48
  • [THEORY] Surfaces, Image Views, and the Swapchain20:34
  • [CODE] Swapchain Part 1: The Surface50:27
  • [CODE] Swapchain Part 2: Creating the Swapchain and Image Views1:14:29
  • [THEORY] Graphics Pipeline22:53
  • [CODE] Graphics Pipeline Part 1: Shader Modules54:00
  • [CODE] Graphics Pipeline Part 2: Fixed Functionality and the Render Pass1:50:51
  • [THEORY] Framebuffers, Command Buffers, and Synchronization13:43
  • [CODE] Framebuffer and Command Buffers1:02:16
  • [CODE] Drawing and Synchronisation1:13:55
  • [THEORY] Resource Loading20:57
  • [CODE] Resource Loading Part 1: Vertex Input1:23:28
  • [CODE] Resource Loading Part 2: Index Buffers and Staging Buffers1:07:37

Important Techniques12 lectures • 12hr 10min

  • [THEORY] Descriptor Sets and Push Constants26:05
  • [CODE] Descriptor Sets: Uniform Buffers1:33:20
  • [CODE] Descriptor Sets: Dynamic Uniform Buffers1:27:00
  • [CODE] Push Constants34:49
  • [THEORY] Depth Buffer12:49
  • [CODE] Depth Buffer1:12:08
  • [THEORY] Textures15:04
  • [CODE] Textures Part 1: Image Setup & Pipeline Barriers1:17:06
  • [CODE] Textures Part 2: Samplers & Descriptors1:29:50
  • [CODE] Model Loading1:30:37
  • [THEORY] Subpasses14:49
  • [CODE] Subpasses1:56:27

Outro2 lectures • 12min

  • Summary and Further Reading11:21
  • [BONUS] Bonus Content0:50

Requirements

  • Good understanding of C++
  • Graphics Theory knowledge (not mandatory but will make things significantly easier!)
  • Visual Studio and Windows are advised, however the code and theory are relevant to Mac/Linux systems, you just won't be able to follow along 1-to-1 with IDE use!

Description

Learn one of the hottest new Graphics APIs in the industry!

The Vulkan API was released in 2016 as the high-performance successor to OpenGL, and is already used in a wide range of modern graphical applications, including video games such as Doom Eternal, Red Dead Redemption 2, and Rainbow Six: Siege.

If you're looking for the most modern, high-quality graphics, then look no further than Vulkan!

The Vulkan API is very new when compared to most graphics APIs out there, and so there aren't yet that many in-depth tutorials to help you learn it. I hope to fix that with this course!

In this course, you will learn how to set up and use a Vulkan application, as well as implement several key features exclusive to Vulkan itself, such as Descriptor Sets, Push Constants, and Subpasses. Each aspect is explained in great amounts of detail, to ensure you really understand what all the parts mean, and how they all connect together.

I want to help you learn. If you still don't understand something after a lesson, then you just have to let me know! If something didn't make sense, or you just want clarification on a subject, I'll try my best to give you a more detailed insight into those intricacies, and ensure you have a proper understanding of Vulkan.

It is my goal, that when you finally finish the course, you will have enough knowledge of Vulkan to create your own Vulkan applications, and eventually gain enough experience to design the graphical applications you have only dreamed of!

Who this course is for:

  • People who know a bit about graphics and want to learn the latest cutting-edge graphics API.
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