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Vulkan Essentials

Unlocking Your GPU ...

 

Vulkan Essentials


Learning Vulkan isn't easy! It can be scary and overwhelming for new programmers!

(Available Amazon)


Learn the essentials of using Vulkan - from simple rendering using the rasterization pipeline, through to compute and hardware accelerated ray-tracing.
Aim of this text:

• Feed your curiosity and have fun learning about 'Vulkan'
• Mixing of practical examples (games and animated characters)
• Color code/explanations and diagrams
• Let about setting up/debugging/workign with Vulkan
• Stripped down code that shows the 'essence' of what's important


To help make the practical exercises accessable - they'll be hosted on VulkanLab - so you can view all of the code/setup files- including the output logs/debug information. Easy to download the entire code (including the Visual Studio project files) - that you can compile and run the examples on your own machine with little effort.



Vulkan Essential Examples - (Samples C/C++/Visual Studio/Windows)


• Vulkan Errors/Warning
• Hello Vulkan Triangle (Minimal Working Rasterization)


Vulkan Pyramid Scene


We build on the simple triangle example - but add more triangles - construct a simple scene from planes and pyramids. Also add a bit of directional lighting (dot product of the surface normal and the light direction).





Third Person Camera


Implements a dynamic third-person camera system that follows an object for an interactive user perspective (put a pyramid as the 'target' - which the camera rotates around and always has as its target lookat).





First Person Camera


Sets up a first-person perspective camera view, offering an immersive experience as if through the eyes of the character. You are the camera!





Loading Images


Manages the process of importing, decoding, and rendering image assets seamlessly for graphical applications.





Procedural Patterns Wood


Dynamically generates realistic wood textures through procedural algorithms, providing design flexibility.





Vertices And Indices


Defines vertices and indices essential for constructing and rendering 3D objects in digital environments.





MD2 Parsing Data


Processes MD2 model files to extract critical rendering data for efficient display of 3D assets.





MD2 First Frame Only


Renders only the initial frame of an MD2 model, useful for static visualizations of 3D characters.





MD2 Single Animated Character


Displays a fully animated 3D character sourced from MD2 model data in a dynamic scene.





MD2 Animation Interpolation


Smoothly transitions between animation frames in MD2 models to create realistic character movements.





MD2 Thousands Of Instances


Efficiently renders thousands of MD2 model instances, showcasing advanced graphical optimization techniques.





Game Single Cube


Demonstrates a basic game setup featuring a single interactive cube as the central focus.





Game Instanced Cubes


Renders multiple cube instances in a game environment to demonstrate object instancing and scalability.





Game Logic


Oversees the execution of game mechanics and rules, ensuring seamless player interaction and progression.





Tessellation


Applies techniques to dynamically refine mesh geometry for enhanced visual detail and surface smoothness.





Geometry Shader Passthrough


Displays the functionality of a geometry shader by passing data through unaltered during rendering.





Geometry Shader Subdivide


Utilizes geometry shaders to subdivide meshes into finer parts, improving overall detail and refinement.





Deferred Renderer Single Triangle


Establishes a deferred rendering pipeline focused on displaying a single triangle in a scene.





Deferred Renderer Triangle Using Samplers


Uses samplers in deferred rendering to apply textures and effects to triangles.





Deferred Renderer Lighting


Incorporates sophisticated lighting effects within a deferred rendering pipeline for added realism.





Ray Tracing Single Triangle


Implements ray tracing techniques to render a single triangle, demonstrating advanced physics-based rendering.





Ray Tracing Textures


Adds textures and material properties to ray-traced surfaces for greater realism and visual complexity.





Fun Debugging Challenge


I've included a small ray-tracing project (visual studio with code and shader) - the program runs but has a bug that you have to fix. After you've implemented a few ray-tracing shaders (see above examples) - and you've sort of got the ghist of what's happening - have a try at the challenge.

The bug is the 'miss' shader isn't getting called - and the result seems 'inverted'. The 'closest hit' shader is acting like the 'miss' shader. See if you can debug why (if it's in the shader code, c++ code or the build).

Ray-Tracing - Challenge Bug Fix (Download Code)


Resources and Links


• Other Examples with Code are Available on the Vulkan Lab [https://vulkan.xbdev.net/]

• Vulkan Tutorials/Information [https://xbdev.net/vulkan/]

• GLSL Information [https://xbdev.net/shaderx/glsl/]






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