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Triangles in Action! Vulkan Intermediate

This course will help students understand the core concepts of Vulkan, enabling them to write code that effectively utilizes the GPU.

(3.3) 8 reviews

84 learners

Level Intermediate

Course period Unlimited

  • triangle
vulkan
vulkan
spir-v
spir-v
computer-graphics
computer-graphics
cross-platform
cross-platform
vulkan
vulkan
spir-v
spir-v
computer-graphics
computer-graphics
cross-platform
cross-platform

Reviews from Early Learners

Reviews from Early Learners

3.3

5.0

Seongwook Seo

16% enrolled

It would be difficult to explain Vulkan this easily.

5.0

김종수

100% enrolled

Although I've used opengl and directx for quite some time, it was difficult to follow the lecture content during the first viewing. This was because a vast number of new functions and structures added in vulkan kept appearing. Fortunately, starting from the second full viewing of the lecture, I gradually began to understand, and by the third viewing, I could understand most of it. It takes several times longer to learn how to texture a triangle in vulkan than it does in opengl. Texturing a triangle requires almost 1300 lines of code. Regarding another person's review saying, "What kind of lecture explains every single struct in vulkan?", in my opinion, I think vulkan lectures inevitably have to be structured this way. This is because it's necessary to explain what each struct member means in the graphics pipeline. The points I found disappointing about the lecture are that there are too few assignments and only the core essentials are explained. Firstly, throughout the entire lecture, there were perhaps only about 4-5 simple assignments? In follow-up lectures, I hope there are more assignments, even simple ones, than now. Doing assignments helped me understand the lecture content more deeply. Secondly, the part where only the absolute core essentials of each vulkan concept were explained was also difficult when I first took the lecture. Explaining only the core makes it easy to remember and organize the content, but since the explanations are too short, I was able to learn more details about parts I couldn't understand solely from the explanations with the help of an LLM. For future lectures, I hope there are more supplementary explanations than now, even if the lecture content becomes a bit longer. I also request that the window framework be glfw, and that you check in advance if there are any errors on other platforms like Windows.

5.0

섭지코지

100% enrolled

I listened well. The process of making the GPU work in Vulkan is really difficult. Buffer & image synchronization... gfx queue, compute queue synchronization... It's fine when drawing triangles, but If I try to make a game engine by myself later, I can imagine that setting up pipeline & renderpass resources will be very difficult. The lecture was great, but Vulkan itself is a bit disappointing 😭 It would have been nice if it was easy for users to make... I look forward to the advanced course~^^

What you will gain after the course

  • Vulkan

  • Graphics

💡 The course is intermediate-level, but it's explained in a way that even beginners can understand , so don't worry too much about the difficulty. The reason the course is intermediate-level is because it only covers Vulkan, not overall graphics.

The ultimate course for OpenGL developers! 🥳

This course is designed for OpenGL developers considering migrating to Vulkan. It covers the fundamentals and delves into advanced topics such as GPUs, SPIR-V, synchronization, pipeline barriers, and buffering. Students will understand Vulkan's key benefits: explicit GPU control and performance optimization potential. Ultimately, this course will equip them with the understanding and skills necessary to transition from OpenGL to Vulkan. Upon completion, students will be ready to explore new horizons in advanced graphics programming.

Demo Showing Vulkan's Performance Beyond OpenGL

Demo showing Vulkan consumes less power than OpenGL

Vulkan is now a must, not an option! 🤩

Starting with Android 15, Vulkan will be adopted as the default API, and OpenGL ES is recommended for deprecation.

Features of this course

📌 Vulkan is explained very simply. Years of Vulkan expertise are incorporated into the lecture.

📌 50% theory, 50% practice. All code is written in an easy-to-understand manner.

📌 This course is for intermediate learners. You should be familiar with CMake and OpenGL. 🙂

📌 We run a Discord for Q&A and active discussion . 🗣

📌 We offer student discounts to ease the financial burden on students and job seekers. 🥰

I recommend this to these people

I want to learn Vulkan.

I heard that Vulkan was released to replace OpenGL, but I'm curious about what Vulkan is and want to learn about it.

I want to switch from OpenGL to Vulkan.

I know OpenGL, but Vulkan is too difficult to use. How can I learn Vulkan quickly and easily?

I want to solve Vulkan issues in Unreal Engine.

I enabled Vulkan in Unreal Engine to improve performance, but I'm getting rendering errors. I have no idea how to fix it.

I want to contribute to Vulkan open source.

I want to know how to understand and modify Vulkan code to make meaningful contributions.

After class

  • You will gain a deep understanding of the core concepts of Vulkan.

  • Master the features of Vulkan to maximize the graphics performance of your applications.

  • Vulkan's cross-platform nature allows you to develop engines that run on a variety of operating systems.

  • Learn how to use Vulkan tools to identify and resolve issues in your applications.

  • You will understand SPIR-V.


Learn about these things.

Vulkan Advantages

You will learn more about the advantages Vulkan offers over OpenGL.

Vulkan Loader

You will learn about the Layer structure, which is the core structure of Vulkan, and the role of the Vulkan Loader that implements it.

synchronization

You will learn how Host and Device can synchronize and when synchronization is necessary.

hardware

You'll also learn about the hardware that software developers must understand to use Vulkan.

You can get a job here.





Who created this course

  • 2024 ~ Present: Qualcomm AI Research

  • 2021 ~ 2024: Kakao Brain

  • 2023 ~ 2023: Open Source Playground Mentor Group

  • 2020 ~ 2021: AMD

  • 2019 ~ 2020: Line Plus

  • 2018 ~ 2019: AMD

  • 2012 ~ 2018: Samsung Electronics

  • 2010 ~ 2011: Samsung Software Membership

Things to note before taking the course

Practice environment

  • The lecture is based on Android.

  • The IDE I use is Android Studio.

Learning Materials

  • Lecture materials can be downloaded from the lecture.

  • Examples can be downloaded from GitHub .

Player knowledge

  • CMake

  • C++

  • OpenGL


Player lecture

If you're looking to learn CMake, Triangle's "Practical CMake" beginner course will give you the knowledge you need. Students will also receive a discount coupon.

Sweet Spot

This course was created by Sweet Spot . Experts carefully selected the curriculum and provide practical know-how to help you grow. Sweet Spot 's courses reflect the latest trends, always providing up-to-date information, and their systematic learning methods ensure maximum learning effectiveness. Unleash your full potential with Sweet Spot courses today!

Recommended for
these people

Who is this course right for?

  • Anyone who wants to learn Vulkan

  • For those who want to switch from OpenGL to Vulkan

  • Anyone who wants to fix Vulkan issues in the engine

  • Anyone who wants to contribute to Vulkan open source

Need to know before starting?

  • CMake

  • C++

  • OpenGL

Hello
This is

366

Learners

39

Reviews

47

Answers

4.3

Rating

3

Courses

I have been working in the software field for over 10 years. I am deeply interested in graphics, parallel computing, and artificial intelligence, and I strive to develop my expertise in these areas. Having worked at Samsung Electronics, AMD, LINE Plus, and Kakao Brain, I am currently at Qualcomm. Although I did not join due to personal reasons, I have also successfully passed final interviews at Imagination Technologies, 42dot, Hyperconnect, NAVER LABS, Amazon, Google, and NVIDIA. Moving forward, I would like to share the knowledge I have gained with you and learn much from you as well. 🙇

Curriculum

All

44 lectures ∙ (7hr 56min)

Course Materials:

Lecture resources
Published: 
Last updated: 

Reviews

All

8 reviews

3.3

8 reviews

  • hehe5님의 프로필 이미지
    hehe5

    Reviews 17

    Average Rating 5.0

    5

    16% enrolled

    It would be difficult to explain Vulkan this easily.

    • peterkim님의 프로필 이미지
      peterkim

      Reviews 4

      Average Rating 5.0

      Edited

      5

      100% enrolled

      Although I've used opengl and directx for quite some time, it was difficult to follow the lecture content during the first viewing. This was because a vast number of new functions and structures added in vulkan kept appearing. Fortunately, starting from the second full viewing of the lecture, I gradually began to understand, and by the third viewing, I could understand most of it. It takes several times longer to learn how to texture a triangle in vulkan than it does in opengl. Texturing a triangle requires almost 1300 lines of code. Regarding another person's review saying, "What kind of lecture explains every single struct in vulkan?", in my opinion, I think vulkan lectures inevitably have to be structured this way. This is because it's necessary to explain what each struct member means in the graphics pipeline. The points I found disappointing about the lecture are that there are too few assignments and only the core essentials are explained. Firstly, throughout the entire lecture, there were perhaps only about 4-5 simple assignments? In follow-up lectures, I hope there are more assignments, even simple ones, than now. Doing assignments helped me understand the lecture content more deeply. Secondly, the part where only the absolute core essentials of each vulkan concept were explained was also difficult when I first took the lecture. Explaining only the core makes it easy to remember and organize the content, but since the explanations are too short, I was able to learn more details about parts I couldn't understand solely from the explanations with the help of an LLM. For future lectures, I hope there are more supplementary explanations than now, even if the lecture content becomes a bit longer. I also request that the window framework be glfw, and that you check in advance if there are any errors on other platforms like Windows.

      • jmmoon6505님의 프로필 이미지
        jmmoon6505

        Reviews 1

        Average Rating 5.0

        5

        100% enrolled

        • deicide174960님의 프로필 이미지
          deicide174960

          Reviews 1

          Average Rating 5.0

          5

          100% enrolled

          I listened well. The process of making the GPU work in Vulkan is really difficult. Buffer & image synchronization... gfx queue, compute queue synchronization... It's fine when drawing triangles, but If I try to make a game engine by myself later, I can imagine that setting up pipeline & renderpass resources will be very difficult. The lecture was great, but Vulkan itself is a bit disappointing 😭 It would have been nice if it was easy for users to make... I look forward to the advanced course~^^

          • juhan50258255님의 프로필 이미지
            juhan50258255

            Reviews 1

            Average Rating 1.0

            1

            73% enrolled

            The quality of the lecture is not satisfactory.

            $152.90

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