Learn Vulkan from code samples: Tutorial series
by P. A. Minerva
Table of contents (tentative)
- 01 - Hello World
- 02 - Intermediate Topics
- A - Blending
- B - Stenciling
- C - Geometry Shader
- D - Transform Feedback
- E - Tessellation
- F - Compute Shader
- G - Compute Particles
- G - (Yet to be determined)
- 03 - Advanced Topics
- (Yet to be determined)
- (Instancing, 2D text, multi-threading, Mesh shaders, Variable Rate Shading, User input, etc.)
- 0X - Selected Topics
- (Yet to be determined)
- (Local and Global illuminations, Shadows, Texturing, Post-processing effects, Antialiasing techniques, Culling techniques, Audio, Collision detection, Decals, Skinning animations, etc.)
Appendices
- A.01 - Vectors
- A.02 - Matrices
- A.03 - Transformations
- A.04 - Spaces
- A.05 - Analytic Geometry
- A.06 - Bézier curves and surfaces
- A.07 - (Yet to be determined)
- A.0X - (Quaternions, Image processing, Bounding volumes, Spatial data structures, Monte Carlo integration, Physics of light, Animations, etc.)
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