Vulkan+C++实战:从零构建PBR渲染器

本课程教你使用现代C++和Slang着色器,从零开始构建完整的Vulkan物理渲染器,涵盖GPU内存管理、同步、描述符集等核心概念,适合有C++基础的中级开发者。

Vulkan API with C++: Build a PBR Renderer from Scratch

Published 5/2026
Created by Xueyang Xu
MP4 | Video: h264, 1920×1080 | Audio: AAC, 44.1 KHz, 2 Ch
Level: Intermediate | Genre: eLearning | Language: English | Duration: 41 Lectures ( 11h 19m ) | Size: 6 GB

Master modern graphics programming with Vulkan, C++, and Slang shaders — from zero to a physically based renderer

What you’ll learn
⚡ Build a complete Vulkan renderer from scratch using modern C++ and Slang shaders, from window creation to a rotating textured 3D cube
⚡ Understand Vulkan’s explicit GPU model: memory management, synchronization with Fences and Semaphores, descriptor sets, render passes, and the full frame loop
⚡ Implement a real-time rendering pipeline with VBO, index buffer, UBO, texture sampling, depth buffer, and swapchain resize handling
⚡ Use Slang — NVIDIA’s next-generation shader language adopted by Unreal Engine 5 — to write modern, cross-platform shaders with explicit binding annotations

Requirements
❗ C++ programming experience — you should be comfortable with classes, pointers, and the standard library
❗ Basic understanding of 3D math — vectors, matrices, and coordinate systems (GLM will be used but not taught from scratch)

Description
This course teaches you to build a real-time Vulkan renderer from scratch using modern C++ and Slang — NVIDIA’s next-generation shader language.

Part 1 covers the complete Vulkan pipeline: window creation, instance, device, swapchain, render pass, graphics pipeline, synchronization, vertex buffers, uniform buffers, textures, index buffers, depth buffering, and swapchain resize. By the end of Part 1 you will have a rotating textured 3D cube rendered entirely with explicit Vulkan code.

Part 2 extends the renderer with physically based rendering: normal maps, PBR materials with metallic/roughness workflow, image-based lighting with HDRI environment maps, MSAA, and a complete scene management system.

Unlike other Vulkan courses, this course uses Slang — NVIDIA’s modern shader language designed for the era of neural rendering. Slang is already integrated into Unreal Engine 5 and Falcor, NVIDIA’s research rendering framework. As neural rendering techniques like NeRF and Gaussian Splatting move into production pipelines, Slang’s differentiable shading and cross-platform compilation make it the natural foundation for the next generation of renderers. Learning Slang now puts you ahead of a shift that is already happening in research and beginning to reach industry.

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