Hello

I’ve been working on a video course for sometimes now. In my previous project with Packt, I authored a book called DirectX 11.1 Game Programming and now I've decided to publish number of video courses about Vulkan API for the sake of science.

These videos are about Vulkan API programming from Zero to Hero. Vulkan aims to be the next generation 3D API and comes with CPU overhead reduction, faster performance, less latency and gives developers much more control over the hardware, compares to traditional GPU APIs. It allows multiple GPUs to be instructed by software like a single GPU and most importantly it has cross-platform capabilities.

In this video course, you will learn how to create instances in Vulkan and choose the appropriate operation for each device. Then, you will dive into more complex topics such as command buffers, resources, memory management, pipelines, GLSL shaders, render passes and etc. You will also learn how to add advanced rendering technique on a 3D scene. By the end of the course, you will be familiar with the latest advanced graphic techniques and you will be able to implement it with the Vulkan API, which can be used on a wide range of platforms and games.

Who are the TARGET AUDIENCE?

This video course is ideal for developers who want to take advantage of the new Vulkan API in the process of building applications with the next generation of computer graphics. Some basic familiarity with C/C++ languages, graphics programming, DirectX and OpenGL would be useful to follow the examples.

Who am I?

My name is Pooya Eimandar , leader of PlayPod as a CTO at Fanap, CEO at BaziPardaz, founder of WolfEngine.App and author at PackT . Here are my social accounts, and you could check out my latest articles and videos here.

Twitter : @PooyaEimandar LinkedIn: @PooyaEimandar





Course Road Map:

SECTION ONE - HELLO THERE

In this Section you will learn all about getting started with GPU programming via Vulkan.

SECTION TWO - DRAWING FIRST TRIANGLE

In this Section you will draw your first simple triangle on screen. This part will teach you how to create and initialize the necessary Vulkan objects in order to present image buffers on screen.

SECTION THREE - DEBUGGING GPU

Need to know what’s really going on in your GPU(s)? Well, this part will teach you how to use Vulkan validation layers alongside third part debugging tools like RenderDoc to debug your GPU, shaders, pipeline stages and pixels.

SECTION FOUR - DIVE INTO 3D WORLD

Now it’s time to dive into the fun part! In this section, first you will learn how to import a complex 3D scene via standard 3D format to your application. I used 3D Studio Max for exporting 3D scene to my desired 3D format, but obviously you can use any other 3D tools for this part. At the end of this section you will learn how to use instanced rendering to show more models in your scene with minimal draw calls.

SECTION FIVE - IMPROVING PERFORMANCE WITH ADVANCED RENDERING TECHNIQUES

This is the most advanced part of this course. In which you will learn how to enable tessellation or compute stages for your pipeline to improve rendering performance. Tessellation stages are used to change the level of details dynamically; compute shader stage will help you to compute part of rendering faster. And finally at the end of this part, you will learn how to achieve the best performance of your CPU for faster multi-threaded rendering.

SECTION SIX - ADDING POST PROCESSING TECHNIQUES

Every 3D scene which is rendered using rasterization, needs post processing techniques just to looks fancier. In the final part of this course, you will learn some tips on post processing techniques such as bloom and blur.

if you find these video courses useful, please support my open source projects via my Patreon page. And finally special thanks go to my wonderful wife, thank you Ray for everything you’ve done.

Best

Pooya (@_poei)

WolfEngine.app





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