Module 12 - Vulkan 1 - Module Overview
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1.) ReIntroduction to (Advanced) Computer Graphics
2.) Shader Foundations
3.) Drawing with OpenGL
4.) Pixels and Fragments
5.) Viewing Transformations
6.) Texture and Framebuffers
7.) Light and Shadow 1
8.) Light and Shadow 2 - Deferred Rendering
9.) Procedural Texturing
10.) Tessellation and Geometry Shaders

Audio/Video Recording

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Readings/Warmup (Do before class)


...Commented Code Samples (if any)

For now I am linking code samples here: Github Code Repository for the course
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Additional Resources


Slides


(Graded) In-Class Activity link

  • In-Class Activity Link
    • This is graded, and only your first response is graded
    • This is an evaluation of what was learned in lecture.
    • Due one week from when the lecture takes place

Module Content

Module Overview

In this lesson we explore the Vulkan API


Module Outline

  • Lecture outline
    • See Chapter 12 of OpenGL Insights - 2D Shape rendering with distance fields
    • See Chapter 22 of OpenGL Insights - Octtree-Based
    • Math Recap: Object-Selection
    • See Chapter 33 of OpenGL Insights - Debug Output
    • See Chapter 26 of OpenGL Insights - Indexing Multiple Vertex Arrays
    • See Chapter 32 of OpenGL Insights - Geometry Format and Maya Exporter
    • See Chapter 34 of OpenGL Insights - OpenGL Timer Query
    • See Chapter 35 of OpenGL Insights - Real-Time Profiling Tool

Commentary

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(Optional Notes)

None given, consider this a 'beta' product for common questions I may revise later.

Please do not redistribute or host any materials without e-mailing me first. I generally am happy to share the latest .pdf or slide presentation with those who ask. Thank you for your time!