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Vulkan®教程镜像
Khronos Vulkan^®^ 教程
概述
开发环境
Drawing a triangle
Setup
基础代码
实例
验证层
物理设备与队列族
逻辑设备与队列
Presentation
窗口表面
交换链
图像视图
Graphics pipeline basics
引言
着色器模块
固定功能
动态渲染
总结
Drawing
动态渲染
命令缓冲
渲染与呈现
多帧并行
交换链重建
Vertex buffers
顶点输入描述
顶点缓冲创建
暂存缓冲
索引缓冲
Uniform buffers
描述符布局与缓冲
描述符池与描述符集
Texture mapping
图像
图像视图与采样器
组合图像采样器
深度缓冲
加载模型
生成 Mipmap
多重采样
计算着色器
生态工具与 GPU 兼容性
Vulkan Profiles:简化特性检测
Android:将 Vulkan 应用带到移动端
迁移到现代资源格式:glTF 和 KTX2
渲染多个对象
Vulkan 多线程
Ray tracing
常见问题解答
Building a Simple Engine
Advanced Topics
Advanced Topics (Simple Engine)
Frustum Culling and Distance‑based LOD
Descriptor Indexing and Stable Descriptor Updates
VK_KHR_dynamic_rendering_local_read — keeping color data in tile memory
Forward, Forward+, and Deferred — choosing the right path
Forward+ Rendering in this Sample
glTF Animation and Transform Composition
Mipmaps and Level of Detail (LOD)
Planar Reflections in Our Engine
Push Constants — per‑object material properties
Ray Query Reflections and Transparency
Ray Query Rendering
Rendering Pipeline Overview (this sample)
VK_EXT_robustness2 — safer defaults for real‑world engines
Separate Image and Sampler Descriptors — when and why
VK_EXT_shader_tile_image — fast access to tile data
Synchronization 2 and frame pacing in this engine
Synchronization and Streaming
Appendix
Appendix:
Camera Transformations
Camera & Transformations: Introduction
Camera & Transformations: Mathematical Foundations
Camera & Transformations: Transformation Matrices
Camera & Transformations: Camera Implementation
Camera & Transformations: Vulkan Integration
Camera & Transformations: Conclusion
Camera & Transformations
Engine Architecture
Engine Architecture: Introduction
Engine Architecture: Architectural Patterns
Engine Architecture: Component Systems
Engine Architecture: Resource Management
Engine Architecture: Rendering Pipeline
Engine Architecture: Event Systems
Engine Architecture: Conclusion
GUI
GUI: Introduction
GUI: Setting Up Dear ImGui
GUI: Input Handling
GUI: UI Elements and Integration Concepts
GUI: Vulkan Integration
GUI: Conclusion
GUI: Introduce working with a GUI and handling input
Building a Simple Engine: Introduction
Lighting Materials
Introduction to Lighting & Materials
Lighting Models
Push Constants
PBR Lighting Implementation
Vulkan Integration
Conclusion
Shadows: Ray Query Integration
Lighting & Materials: Basic lighting models and push constants
Loading Models
Loading Models: Introduction
Loading Models: Asset Pipeline Concepts
Loading Models: Implementing the Model Loading System
Loading Models: Understanding glTF
Loading Models: Implementing PBR for glTF Models
Loading Models: Managing Multiple Objects
Loading Models: Rendering the Scene
Loading Models: Updating Animations
Loading Models: Conclusion
Loading Models: Integrating a glTF loader with animation and PBR
Mobile Development
Mobile Development: Introduction
Mobile Development: Platform Considerations
Mobile Development: Performance Optimizations
Mobile Development: Rendering Approaches
Mobile Development: Vulkan Extensions
Mobile Development: Conclusion
Mobile Development
Subsystems
Subsystems: Introduction
Subsystems: Audio Basics
Subsystems: Vulkan for Audio Processing
Subsystems: Physics Basics
Subsystems: Vulkan for Physics Simulation
Subsystems: Conclusion
Subsystems
Tooling
Tooling: Introduction
Tooling: CI/CD for Vulkan Projects
Tooling: Debugging with VK_KHR_debug_utils and RenderDoc
Tooling: Crash Handling and GPU Crash Dumps
Tooling: Vulkan Extensions for Robustness
Tooling: Packaging and Distribution
Tooling: Conclusion
Tooling
总结
courses
Ray tracing
SIGGRAPH 2025:动手实践 Vulkan 光线追踪与动态渲染
动态渲染
加速结构(BLAS/TLAS)
Ray Query 阴影(不透明几何体)
TLAS 动画
阴影中的透明度实现
Ray Query 反射
总结
SIGGRAPH 2025:动手实践 Vulkan 光线追踪与动态渲染 — 版权归属
siggraph2026 vk tutorial
SIGGRAPH 2026:如何在 2026 年编写 Vulkan 应用程序
SIGGRAPH 2026:如何在 2026 年编写 Vulkan 应用程序 - 版权归属
Synchronization
Anatomy of a Dependency
Anatomy of a Dependency: Introduction
Execution vs. Memory Dependencies
The Synchronization 2 Advantage
Refined Pipeline Stages: Precision is Performance
Anatomy of a Synchronization Dependency: Conclusion
Async Compute Overlap
Asynchronous Compute & Execution Overlap: Parallelizing the GPU
Maximizing Throughput: Identifying Overlap Candidates
Async Post-Processing: Parallelizing Frame End and Start
The Bubble Problem: Finding and Fixing Stalls
Dynamic Rendering Sync
Synchronization in Dynamic Rendering: A Pass-less World
Subpass Replacement: Syncing Without the Pass
Local Read Sync: On-Tile Efficiency with Dynamic Rendering
Frame in Flight
Frame-in-Flight Architecture: The Heartbeat of Your Engine
Managing Concurrent Frames: Rebuilding the Main Loop
Resource Lifetimes: Safe Reuse Without deviceWaitIdle()
Host Image Copies Memory Sync
Host Image Copies & Memory Mapped Sync: Direct Access
Direct CPU-to-Image Access: Utilizing Host Image Copies
Visibility & Flushes: Mastering Coherency
Synchronization 2: Mastering the GPU/CPU Handshake
Pipeline Barriers Transitions
Pipeline Barriers and Layout Transitions: The Core Loop
The Image Barrier: Implementing vk::ImageMemoryBarrier2
Queue Family Ownership: The Handshake
Global vs. Local Barriers: Precision and Performance
Profiling Optimization
Profiling, Batching, and Optimization: Squeezing the GPU
Barrier Batching: Consolidating Your Synchronization
Visualizing Stalls: Finding Your Pipeline Bubbles
Synchronization Validation
Debugging with Synchronization Validation: Finding Your Hazards
The Validation Layer: Configuring Your Environment
Interpreting VUIDs: Deciphering Your Hazard Errors
Timeline Semaphores
Timeline Semaphores: The Master Clock
Unifying Synchronization: Replacing Fences and Binary Semaphores
The Monotonic Counter: Tracking Global Progress
Wait-Before-Signal Submission: Decoupling Execution
Transfer Queues Streaming
Transfer Queues & Asset Streaming Sync: Non-Blocking Uploads
Non-Blocking Data Uploads: Utilizing the Dedicated Transfer Queue
Staging Synchronization: Coordinating Graphics and Transfer
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SIGGRAPH 2025:使用动态渲染进行Vulkan光线追踪实践
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